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At Any Cost: Metz 1

RU L E S OF PLAY Game D esign by Hermann Luttmann

GMT Games, LLC • P.O. Box 1308, Hanford,


© 2017 CA 93232-1308
GMT Games, LLC • www.GMTGames.com
2 At Any Cost: Metz

“It will cost what it will!” 2.0 GAME SCALE AND MAP
—Adalbert von Bredow, immediately before he led the famous
“Deathride” of the Prussian 12th Cavalry Brigade at Mars-La-Tour. 2.1 Scale
The game map depicts the area over which this campaign was
fought, stretching from the outskirts of Metz on the eastern board
1.0 INTRODUCTION edge to the Yron River valley on the western edge. Each map hex is
On the morning of August 16th, 1870 at the Gravelotte crossroads approximately 500 yards across. Regular Infantry and Cavalry units
outside the fortress of Metz, Napoleon III (Emperor of the French represent Brigades. Infantry Detachments (3.4) are groups of bat-
Second Empire) turned over command of the Army of the Rhine talions or regiments operating independently of their parent units.
to a reluctant Marshal Francois Achille Bazaine. The Army of Artillery units represent division and corps organizational groupings
the Rhine, the last intact field army and already the last hope for of batteries and Mitrailleuse units (4.3) are single batteries. Each
France during the two-week old Franco-Prussian War, was gathered HQ unit (3.5) represents the corps or division commander, his staff
around the protection of the Metz fortress complex. The Prussian and the associated logistical train. One Strength Point (3.1.3) equals
First and Second Armies were sweeping forward, hot on the heels about 600 infantry, 450 cavalry, 3 heavy cannon (12 lb.), 4 light
of the retiring French. But poor weather and a disorganized cavalry cannon (4 and 6 lb.) and 1.5 Mitrailleuse machineguns . One regular
screen allowed the French army to break contact with the pursuing Game Turn represents approximately one hour of real time, while
Prussians. Helmuth von Moltke, Chief of the Prussian General Evening and Deep Night Game Turns represent three hours each.
Staff, instructed his armies to wheel south of the fortress, cross the
Moselle River and attempt to catch the French in the flank. The only 2.2 Map Details
problem with this plan was—where were the French? The resulting There are numerous terrain features on the map that can have
two-day campaign produced some of the more remarkable battles movement and/or combat effects. Consult the Terrain Effects Chart
in military history—the Battles of Mars-La-Tour and Gravelotte-St. for details of these effects. Some special terrain features require
Privat. These two battles produced over 60,000 casualties, with further explanation, as follows:
each army suffering equally. 2.2.1 Elevations: There are four terrain
At Any Cost: Metz 1870 is a game simulating the situation west of elevation levels depicted on the map
the Metz fortress during those few days of August 1870. The game (from lowest to highest): Flat, Low,
is designed to be a playable, two-player brigade-scale game that Raised and High. Flat terrain is light tan,
allows players to experience the unique tactical warfare matchups Low is beige, Raised is greenish brown,
that characterized fighting during the Franco-Prussian War. Will and High is dark brown. Slopes are those hexsides that exist be-
YOU as the Prussian player be able to withstand an early severe tween two hexes with a one-level elevation difference; Steep Slopes
numerical disadvantage and use the audacity of the Prussian soldier are those hexsides (depicted with a darker color) between two
and artilleryman to win the day? Can YOU as the French player hexes with an elevation difference of two levels or more. Up Slope
overcome the lethargic and uninspired command structure of the is the movement through a Slope or Steep Slope hexside from the
Army of the Rhine and allow your tough and well-equipped infantry lower hex to the higher hex. Slope and Steep Slope hexsides are
to fight unhindered? important for Movement, Line of Sight and Combat purposes.

At Any Cost: Metz 1870 features the Blind Swords chit-pull system 2.2.2 Roads: Roads are the dominant
that emphasizes the three “FOW’s” of military conflict: fog-of-war, terrain feature for movement purposes
friction-of-war and fortunes-of-war. Unlike more traditional chit- when they appear in a hex. Units that
pull mechanisms, the Blind Swords system ensures that no combat move from one hex into an adjacent hex
units can be counted on, and conversely, none can be counted out. that is directly connected by the same
Road graphic are considered to be using that road and thus may

SAMPLE UNITS Artillery


Front Back
Formation color Unit I.D. Horse Artillery
Tactical Cohesion Stripe = Battle- Strength Points
Rating (TCR) worn status TCR
Movement Allowance

Strength Movement
Points Allowance
Strength Points Mitrailleuse indicator
Front Back
Commander’s Name Weight
Class
Indicator
Posture Movement
Allowance Light Medium Heavy
Command Rating Cavalry Cavalry Cavalry
© 2017 GMT Games, LLC
At Any Cost: Metz 3
benefit from the Road movement rates. There are two types of Road is a measure of the unit’s training, morale and experience. The
hexes—Minor Roads (tan-colored) and Major Roads (dark-gray higher the TCR of a unit, the more dependable and effective it is in
colored). Minor Road hexes cost all moving units only 1 Movement combat. The printed TCR is modified by the following conditions
Point, regardless of other terrain in the hexes or across a hexside and (and this modifier is listed on the associated marker) and applies
as long as no other unit is already in that Road hex. Major Roads in all cases where the modified TCR needs to be tested:
function the same way as Minor Roads, but also allow the use of the a. Unit is Shaken = reduce testing unit’s TCR by one (–1)
Road March Column (11.9) ability to qualified units moving only b. Unit is Disrupted = reduce testing unit’s TCR by two (–2)
from one Major Road hex to a connected Major Road hex.
c. Unit in a Hasty Works hex = increase testing unit’s TCR by one
2.2.3 Fortresses: The two Metz-complex (+1)
fortresses, Fort St. Quentin and Fort d. Unit in an Entrenchments hex = increase testing unit’s TCR by
Plappeville, require special rules consid- two (+2).
erations. These two Fortress hexes allow
3.1.3 Strength Points: A unit’s Strength Point value (SP) is the
only one unit and only a French unit may
number or letter on the bottom left of the counter. This represents
enter them. Fortress hexes, and any units in them, cannot be fired
the unit’s relative size and is used in Fire and Assault Combat
upon or assaulted by Prussian units. In addition, Prussian units that
resolution. A letter value of “C” represents “cadre strength” and is
come within 2 hexes or less of a Fortress hex and within normal
the equivalent of 1/2 SP. A unit’s effective SP can be modified by
LOS (8.1.2) can be fired at with its inherent 10 SPs of French ar-
certain game conditions, such as Fire Combat Range, Morale Hits,
tillery fire during the Fire Combat Step of the French Imperial
etc. A unit’s initial SP strength always includes adjustment for any
Guard Corps Activation (8.9).
applied Morale Hit marker as follows:
2.3 Rounding Convention a. Shaken marker = –1 SP
If there are any game calculations to be made regarding SP values, b. Disrupted marker = –2 SP
Movement Allowances, etc., maintain all fractions throughout the After the initial SP is determined for a unit, then multiply or divide
entire calculation and then drop any remaining fraction at the end. the SP for other causes. A unit whose printed SP value has been
Exception: a net SP value of “.51” to .99” is rounded down to modified to “0” or less cannot conduct Fire Combat or attack in
“.50” (and thus qualifies as a “C” SP value [3.1.3]). Net SP values Assault Combat (note that this is not the same as combat column
of “.49” and lower are treated as “0” SPs. shift effects, which are explained later).
EXAMPLE: If a unit’s SP value of 7 has to be halved twice for 3.1.3.1 Weight Class: Cavalry units have an additional Weight
various game conditions, it is halved the first time to 3.5 and the Class indicator with their SP entry. This is represented by a colored
second time to 1.75. The final adjusted SP value therefore is 1. circle around the SP, with a red circle for Heavy cavalry, a blue
circle for Medium cavalry and a green circle for Light cavalry.
The weight class category reflects the unit’s armament, protection,
3.0 GAME COMPONENTS equipment and relative size of its horses and is referenced when
3.1 Combat Units making a Cavalry Charge (11.6).
Combat units represent the fighting troops of each side and do not
3.1.3.2 Mitrailleuse units have an “M” superscript with
include HQs. The front side of each counter shows the unit at Fresh
their SP as a reminder of the unique status of these
(FR) status and the reverse side shows the unit after it has taken
units (4.3) and their special Fire Combat column shift.
significant combat losses and indicates its Battleworn (BW) status.
The BW side of a unit is displayed with a white stripe through the 3.1.4 Movement Allowance: The second number on the counter
center to distinguish it from the FR side. Note that Infantry De- is the unit’s Movement Allowance. A unit’s movement ability is
tachments (3.4) have two BW sides. Each counter displays game expressed in the number of total Movement Points (MPs) that can
information as follows. be spent during one Movement action. The Movement Allowance
can be adjusted by various game conditions.
3.1.1 Unit Identification: In the top bar of each counter, infantry
and cavalry units are identified by Brigade, or Division/Corps, or 3.1.4.1 Horse Artillery units have a “horse head”
Name/Division/Corps. Each corps, independent cavalry division or graphic displayed to the right of the Movement Al-
artillery reserve is termed a formation and has a distinctively-col- lowance. This is to remind players of their special
ored background to its Identification information. When an HQ “move and fire” ability (8.1).
activates, all units with the identical color to the HQ are activated
along with it. Infantry Detachments do not have a Brigade Number 3.1.4.2 Gravelotte St.-Privat (GSP) Units: There are
or Division Name—instead, each unit is individually lettered and eight special French unit counters that are only used
has “Detach” in the Division slot (17.0). in the two Gravelotte-St. Privat scenarios (Crisis on
the Left and Bloody Thursday). These units have a
Note: A unit’s Divisional affiliation is important for use with the unique “GSP” indicator on the right side of the counter. They
CIC Chits and some Event Chit actions. represent specific smaller units detached by the French army at that
3.1.2 Tactical Cohesion Rating: Displayed in a red box with yel- battle and are substituted for the normal unit counters as indicated
low font color is the unit’s Tactical Cohesion Rating (TCR). This in those scenarios.
© 2017 GMT Games, LLC
4 At Any Cost: Metz
EXAMPLE: The Prussian unit pictured on all units marked with the same color are activated along with it.
the left is the 7th Brigade of Weyhern’s
Division of II Corps. On its Fresh side it 3.5.2 Posture: Each side of the HQ counter lists a Posture, repre-
has a TCR of 8, has an SP of 6 and a senting the general operating orders of the formation. One side is
Movement Allowance of 4. Once flipped over to its Battleworn side, the Aggressive (A) side, which represents units being directed to
its TCR drops to 6, it has a lower SP of 3 and slows down to a deploy, engage the enemy and possibly launch an attack. The oppo-
Movement Allowance of 3. site side is the Defensive (D) side, simulating orders that command
units to form march columns, hold their positions and regroup. The
3.2 Combat Unit Types entire formation, except for its Out of Command units (7.5 and
There are four types of Combat units: Infantry (soldier), Cavalry 14.1), is considered to be operating under the Posture displayed on
(horseman), Artillery (cannon) and Mitrailleuse (machinegun). the face-up side of the HQ counter. Postures have various effects
Each type of Combat unit has unique capabilities that are detailed on play, as described in 7.0. Out of Command units are considered
in the relevant section of the rules. to be operating under an Out of Command Posture (14.1).
3.5.3 Command Rating: The Command Rating for the HQ is
3.3 Unit Status shown in a gray box and the unit has a different value on each side
Most units possess three Status levels: Fresh, Battleworn and Bro- of its counter. This number represents the relative command effi-
ken. A Combat unit showing its front (full-strength) side is in Fresh ciency of a formation’s headquarters for the Posture listed on that
(FR) status. A unit that has received a Casualty Hit is flipped to same side. An HQ that finds itself Overrun (11.11) automatically
its back (reduced-strength) side and is in Battleworn (BW) status. has a Command Rating of “0” and thus only units it is stacked with
If a unit fails a Break Test (10.0), it is removed from the map on are considered to be In Command (7.4).
its BW side and placed in the Eliminated Units Box on the map.
These units are in Broken status until they return to the game (via Note: Most Prussian HQs have higher Command Ratings on their
Rebuilding 13.3). Aggressive sides and the French HQs generally have higher Com-
mand Ratings on their Defensive sides.
Note: In At Any Cost, once a unit is on its BW side, it cannot be
flipped back over to its FR side during a “Battle” scenario. It is 3.5.4 Movement Allowance: This value is listed in white font to the
only possible to do so during an Overnight Game Turn (18.0) of a right of the Command Rating and represents the HQ’s movement
“Campaign” scenario by placing the unit in Bivouac status. ability in the same manner as a combat unit. An HQ is considered
to be “Infantry” for terrain movement costs.
3.4 Infantry Detachments
Infantry Detachments represent smaller
groups of troops (regiments and battalions)
that are formed by breaking down the
larger brigade units (17.0). Each Prussian
corps has five Infantry Detachments (labeled “A” through “E”) and The French HQ pictured is the III Corps headquarters under LeB-
each French corps has two such units (labeled “A” and “B”). An oeuf. All French units with a red band on the top of their counters
Infantry Detachment has the same counter layout as normal infan- belong to this formation and will activate along with this HQ.
try units and also functions the same way. The only difference is When in “A” Posture, its Command Rating is 2 and when in “D”
that because of their smaller size, these units only have a BW Posture, the Command Rating is 3. The Movement Allowance of
side—there is no FR side. Each side of the counter represents a the unit is 4, regardless of the Posture.
differently-sized detachment. In addition, they have a higher Move-
ment Allowance than the corresponding infantry units of their side 3.6 Game Markers
because of their greater flexibility. Infantry Detachments may not be Game markers are used to note certain game conditions and are
Rebuilt (13.3) once Broken in a “Battle” scenario. placed as instructed by the relevant rules section. It is suggested
that players place relevant markers under the affected unit to keep
3.5 HQ Units the identity of units clear to each side and to hide the condition of
The HQ counters represent a corps or division general, his staff the unit from the opposing player. Players need not reveal game
and the core of the logistical train for his formation. HQs are not markers until the time that the condition they represent affects play.
Combat units and thus do not have an SP or TCR value and cannot
engage in any combat. By the same token, these units do not have
an FR or BW side.
Each HQ counter displays game information as follows:
3.5.1 Unit Identification: HQs are identified by the name of the 3.6.1 Morale Hit Markers: These markers indicate when a unit
commander on top and the formation’s Corps Number or indepen- is suffering from a temporary loss of cohesion and “elan” due
dent Division Number inside the national flag. The top of the HQ to receiving one or more Morale Hits (9.2). The markers have
counter has a distinctively-colored band that matches the color of “Shaken!” printed on one side and “Disrupted!” on the other side.
the combat units in that HQ’s formation. When an HQ activates, A unit with a Shaken marker is said to be a Shaken Unit and has
its SP and TCR each reduced by one (–1). A unit with a Disrupted
© 2017 GMT Games, LLC
At Any Cost: Metz 5
marker is said to be a Disrupted Unit and has its SP and TCR each 4.1.1 Only one Fresh infantry brigade-sized unit may be in a hex
reduced by two (–2). These markers can be flipped or removed (i.e., any non-Infantry Detachment infantry unit). It may be stacked
through Recovery (13.2). with one other unit, but not another Fresh infantry brigade. The
unit may be stacked with a Battleworn infantry brigade-sized unit.
4.1.2 HQs and Mitrailleuse units may stack freely—there is no
limit to how many of these types of units can be stacked in a hex.
4.1.3 Markers of any kind stack freely—there is no limit to the
3.6.2 Ammunition Problem Markers: These markers are applied number of markers that can be in a hex.
when a unit suffers an “Ammunition Problem” result while issuing
Fire Combat (8.8). The markers have “Low Ammo” on the front 4.1.4 The stacking limit can be temporarily exceeded as units pass
side and “Rationed Ammo” on the reverse side. A Low Ammo through hexes with other units during movement (however, see
marker causes a two-column shift left modifier when issuing Fire Road Movement below), but they cannot end their moves in an
Combat (only) and a Rationed Ammo causes a four-column shift over-stacked situation.
left modifier when issuing Fire Combat. These markers can also
be flipped or removed through Recovery (13.2). 4.2 Road Movement
Units wishing to use the Road movement rate bonus may not stack
3.6.3 Miscellaneous Markers: There are numerous other markers at any point of their movement along the Road, except if such a hex
used in the game—the “Game Turn” marker, the “Leader Casualty” is occupied only by units or markers that stack freely. If they do
marker, etc.—which are explained in their relevant sections. move into a hex with another eligible unit(s), they may not use the
1 MP Road rate nor may they use the Road March Column bonus
3.7 Chits movement (11.9) in that hex. Instead, the moving unit must use
Chits are the counters that are drawn from an opaque container and the MP cost of the other terrain in the hex (i.e., as if the Road was
tell the players which formation will be activated next or which not there). Note that this means that a unit can begin its move in
Event can be enacted. There are four types of chits: Activation a stack, but must travel individually in order to use the Road rate.
Chits (6.1), Commander-in-Chief (CIC) Chits (6.2), Event Chits
(6.3) and the Fortunes of War Chit (6.4). DESIGN NOTE: Essentially, the road is clogged with traffic and
the moving units must leave the road temporarily to go around the
3.8 Player Aids blocking units. Note that this is an intentionally simple rule—we
Each player receives a copy of the General Player Aid card, con- are erring in the direction of making proper road march manage-
taining the Sequence of Play, Terrain Effects Chart, etc. and another ment an issue for the player to deal with, but in a playable manner.
card with the Combat Results Tables and all necessary shifts and
modifiers listed that are needed to resolve Fire and Assault Combat. 4.3 Mitrailleuse Batteries
Mitrailleuse units are actually sub-units to their parent
3.9 Scenario Game Tracks artillery units. The parent artillery unit has the same
The Scenario Game Track cards display all the game tracks and Division Name designation in its Unit ID as its asso-
reminder notes that are necessary for playing the corresponding ciated Mitrailleuse unit. The French player must al-
scenario. These should be kept in an area where both players can ways keep the two units stacked together, with the Mitrailleuse unit
easily reference the track information. Various game markers are directly under the parent artillery unit. The two counters are treat-
placed on these tracks during play. ed as one combined unit for all purposes (including SP totals,
stacking, Abandoning Position, application of enemy combat re-
3.10 Draw Cup sults, Morale Hits, Rebuilding attempts, etc.) except when issuing
Players must provide an opaque container (a cup, glass or bowl) Fire Combat (see 8.7). During Fire Combat, the Mitrailleuse fires
from which the game’s chits are blindly drawn. separately from the artillery unit. By the same token, any Ammu-
nition Problem results (see 8.8) are tracked separately for the two
3.11 Dice units (so one or the other could be carrying a “Low Ammo” or
The game includes four ten-sided dice (D10’s): one red, one gray “Rationed Ammo” marker while the other does not). Place any
and two white. The French player takes the red and white dice while Morale Hit marker (which will affect both units equally) under the
the Prussian player takes the gray and white dice. The “0” result Mitrailleuse unit—an Ammo Problems marker is placed only under
on the D10’s is to be read as a “10”. the affected unit.
EXAMPLE: If a Fresh artillery unit stacked with its Fresh Mitrail-
4.0 STACKING leuse unit takes a Casualty Hit, both units are flipped over to their
Battleworn sides. When firing, resolve the two units’ fire separately
4.1 Stacking Limit and if, for example, the artillery unit achieves a ”Low Ammo”
Stacking refers to the number of units that may occupy the same result, place the relevant marker only under the artillery unit.
hex. Generally, a maximum of two units may be in a single hex at
the end of a unit’s movement or at the end of any Phase or Step. 4.4 Fortresses
There are a few exceptions. Fortress hexes allow only one combat unit in each hex and only
French units may enter a Fortress hex.
© 2017 GMT Games, LLC
6 At Any Cost: Metz
5.2.1 If the drawn chit is an Activation Chit or a CIC
5.0 SEQUENCE OF PLAY Chit, all eligible units as indicated by the chit are
Each Game Turn of At Any Cost: Metz 1870 is played in a series “activated”. Proceed to the Activation Phase. After all
of Phases and Steps, each of which must be completed before activated units have completed Steps “a” through “f”
proceeding to the next Phase or Step. When the last Step of the last of the phase, the drawn chit is placed aside for this Game Turn and
Phase is concluded, a Game Turn is finished and play proceeds to the next chit is drawn.
the following Game Turn. If it is the last Game Turn of the scenario,
players reference the Victory Determination procedures. Game play 5.2.2 If the drawn chit is an Event Chit, the player who
proceeds in the following sequence: owns that chit enacts that Event per 6.3. The drawn
Event Chit is either held, immediately applied, placed
1. PLANNING PHASE in the Command Event area or placed out of play
2. CHIT DRAW PHASE depending on how it is enacted. Once the status of the Event Chit
is determined, the next chit is drawn.
3. ACTIVATION PHASE
a. HQ Command Step 5.2.3 If the drawn chit is the Fortunes of War Chit, the
b. Fire Combat Step effect of the chit is resolved and applied immediately
(or is made note of as indicated). Once the status of
c. Movement Step
the Fortunes of War Chit is determined, the next chit
d. Assault Combat Step is drawn.
e. Rally Step
f. Out of Command Step 5.3 Activation Phase
If the drawn chit is any Activation or CIC Chit all eligible units
4. END TURN PHASE belonging to the indicated HQ or chosen Division (6.2.1) are acti-
a. French Command Event Step vated. All activated units then conduct the following six Steps in
b. Prussian Command Event Step the order shown. Activated units must complete each Step before
c. Victory Determination Step continuing to the next one:
d. Housekeeping Step a. HQ Command Step: the owning player chooses a Posture (7.0)
for the activated HQ. The player then determines which units
5.1 Planning Phase are In Command (7.4) and which are Out of Command (7.5),
At the start of each Game Turn (and for most, but not all, scenari- placing an “Out of Command” marker on each of those units.
os) both players gather their eleven Event Chits together and then b. Fire Combat Step: eligible In Command units issue Fire
secretly select any one Event Chit (6.3) to place immediately into Combat (8.0).
the Draw Cup—this is the Planned Event chit. The Planned Event c. Movement Step: eligible In Command units conduct movement
chit can be any Event Chit of the player’s choosing. Players then (11.0).
simultaneously drop this selected chit directly into the Draw Cup. d. Assault Combat Step: eligible In Command units conduct and
Each player then flips all his remaining Event Chits over to their resolve Assault Combat (12.0).
“Command Event” sides and mixes them up. The players then e. Rally Step: eligible In Command units may Regroup or Rebuild
each randomly select five of their remaining Event Chits (without (13.0).
looking at their Event description sides) and simultaneously place
them into the Draw Cup. The remaining five Event Chits are placed f. Out of Command Step: each Out of Command unit, in any
aside and will not participate in the current Game Turn. They cannot order, has its OOC marker revealed and immediately follows
be referenced for the remainder of the turn and remain unknown the resulting instructions.
to the players until the end of the turn. After the Out of Command Step, the drawn Activation / CIC Chit
Note: This procedure may change slightly with each scenario, as is placed aside and out of play for the remainder of this Game
detailed in that section of the Play Book. Turn. Players then return to the Chit Draw Phase unless there are
no chits left in the cup. In that case, proceed to the End Turn Phase.
Next, both players determine which Activation Chits (6.1) and CIC
Chits (6.2) are available this Game Turn (per the scenario instruc- 5.4 End Turn Phase
tions and any applicable Command Event procedures) and place After all chits have been drawn from the cup and acted upon, both
all such chits into the Draw Cup. Finally, the Fortunes of War Chit players conduct the following four Steps in order:
(6.4) is added to the cup (unless the scenario being played does not
a. French Command Event Step: the French player resolves the
use it). The player assigned to draw chits this turn (5.2) shakes up
appropriate Command Event Track effects, if any (15.1). In some
the Draw Cup and places it nearby for easy access.
scenarios, other activities may also be performed in this step.
5.2 Chit Draw Phase b. Prussian Command Event Step: the Prussian player resolves
One of the players (the Prussian player on even-numbered turns the appropriate Command Event Track effects, if any (15.2).
and the French player on odd-numbered turns) randomly draws one In some scenarios, other activities may also be performed in
chit from the Draw Cup. Game play proceeds as follows. this step.

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At Any Cost: Metz 7
c. Victory Determination Step: players check the Victory Note that in both these cases, off-map units cannot be combined
Conditions for the scenario to see if an Automatic Victory has with on-map units into a Grouped Division.
been achieved. If this is the last Game Turn of the scenario, the The selected units immediately conduct a normal Activation Phase,
game is over and players determine the level of Victory (15.3). except that they are all automatically In Command for Activation
d. Housekeeping Step: players clean up and update the game purposes (only), regardless of their distance from the HQ, and they
markers, tracks, etc. Then proceed to the next Game Turn, unless operate under any one chosen Posture (immediately flip the unit’s
the last turn was just completed (15.4). associated HQ to the same Posture). All normal procedures follow
Note: Throughout the Game Turn, certain Event Chits may be eli- thereafter under the limits of the chosen Posture.
gible to be played at various times during each player’s Activation EXAMPLE: The Prussian player has just drawn the III Corps Ac-
Phase, as allowed by that particular chit (see 6.3). tivation Chit and conducts the Activation Phase for all III Corps
units to conclusion. In the very next Chit Draw Phase, he then
6.0 ACTIVATION AND EVENT draws the Prussian General Staff CIC Chit. He announces that he
will use the chit immediately and activates Stulpnagel’s Division
CHITS and places it in Aggressive Posture. He flips the III Corps HQ to
its “A” side. Looking at the map, the 9/Stulp unit is in hex 2024,
6.1 Activation Chits
10/Stulp is in 2022 and the Stulp Artillery is in 1825. Each unit is
Activation Chits are each labeled with one of the Prussian or French
within two hexes of another unit of the division and thus this is a
HQ identities. All eligible Activation Chits (including those arriving
Grouped Division. All three units are then automatically In Com-
as Reinforcements this turn) are placed in the Draw Cup during the
mand and may fire, move and/or assault normally (even though
Planning Phase (this is detailed in each scenario). Those Activation
they were activated previously in the turn as part of the regular
Chits representing formations that are not yet in the game are left out
III Corps activation).
of the cup for the current turn. When drawn, the HQ that matches
the drawn Activation Chit is activated, along with all its subordinate Note: Corps-level units and Infantry Detachments cannot be part
units. After activation is completed, place the Activation Chit out of a Grouped Division but one such unit can be individually acti-
of play for the rest of this Game Turn. vated with this chit.

6.2 Commander-in-Chief (CIC) Chits Continuing the above example, if the III Corps Artillery unit was
There are two CIC chits that provide a special Activation oppor- in hex 1823, it could not be included as part of the Stulpnagel
tunity for each side and are available as instructed by the specific Grouped Division. If the Prussian player wanted to issue fire with
scenario being played. The Prussians have the Prussian General that unit, then it alone could be activated with the CIC chit, but no
Staff chit and the French have the Marshal Bazaine chit. These other unit could be included in that activation.
chits are implemented when drawn as indicated below. After this
6.2.2 Marshal Bazaine Chit: This chit must be played
special activation is finished, the CIC chit is discarded for the
immediately when drawn (note that this is different
turn. Note that units that are activated by these special chits and
than the Prussian CIC chit). The French player may
have not yet activated this turn can still be activated normally later
select any one unit or Grouped Division to activate,
without penalty. Likewise, units that have already activated may
even if it has already activated this turn. The chosen units then
do so again with this chit.
proceed in the same manner as with the Prussian General Staff chit
6.2.1 Prussian General Staff: This chit may be played (above).
immediately when drawn or held until later in the turn Note: In most scenarios this chit is not available to the French play-
and played at the start of any Chit Draw Phase this er unless he earns it by successful use of the French Offensive Spirit
same Game Turn (i.e., before the regular chit is drawn). Command Event procedure (see specific scenario instructions).
The Prussian player may then select any one Prussian unit or
Grouped Division to activate. 6.3 Event Chits
The front side of each Event Chit lists a
A Grouped Division consists of units from the same division,
game event which can be used by the
including any Divisional Artillery units, each of which is located
owning player at an eligible time; the back
within two hexes of at least one other unit from that same division.
of every Event Chit lists the text “Com-
Units outside that distance cannot be used with this group activation.
mand Event”. When drawn, the Event Chit applies only to the
Exception: If the player is activating a Corps-attached Cavalry player who owns it (blue = French, gray = Prussian). If playing a
Division, he may also include an eligible Corps Horse Artillery scenario that uses Command Events, the owning player immedi-
unit along with that Grouped Division. ately decides which side of the chit he will use—either the one on
This special activation can be also used on a unit(s) of any one the front of the chit (the Unique Event) or the one on the back (the
selected Division that is entirely or in part located in the Available Command Event). The player must commit to this choice now and
to Rebuild Box. All Division units in that box are considered to cannot re-designate a chit that has already been declared as a
be their own Grouped Division. By the same token, all units of a Unique or Command Event Chit. If not playing a scenario with
Division that are arriving this turn as a Reinforcement also can be Command Events, ignore that side of the chit and use only the
considered their own Grouped Division and be brought on together. Unique Event procedures.
© 2017 GMT Games, LLC
8 At Any Cost: Metz
EXAMPLE: If the French player draws the “Beaten Zone” Event 6.4 Fortunes of War Chit
chit, decides to use it for its Unique Event and hold it to use later This chit is normally available, depending
in the turn to fire at some approaching Prussian units, he cannot on the scenario being played. When the
later decide to place it on a French Command Event Track (even Fortunes of War Chit is drawn, the
if he holds it and never gets to use it for its Beaten Zone effect). non-drawing player rolls 1d10 and checks
the following table to determine how the chit is implemented:
The player then follows the instructions to implement that event
(which may include holding it for use later that same Game Turn). 1 = Wayward French Unit (a)
There is no limit to how many individual chits can be played at 2 = Wayward Prussian Unit (b)
the same time, as long as each play is an otherwise legal use of 3 – 5 = Degrade the Next Chit (c)
the chit. Whenever the Event Chit is used and resolved, the chit 6 – 8 = Enhance the Next Chit (d)
is placed out of play for the remainder of the current Game Turn. 9 = Leader Casualty (e)
0 = Lull in the Battle (f)
Results are applied as follows:
a. Wayward French Unit: The Prussian player may move any one
French unit (Combat or HQ) on the map, one hex in any direction
he chooses. This must be a legal move per the normal Movement
and Stacking rules but a unit cannot be moved off the map. If moved
adjacent to an enemy unit, normal Defensive Fire occurs (11.4).
6.3.1 Unique Event Chits: The front side of the Event Chit con-
tains a Unique Event. Each Unique Event is used differently by the b. Wayward Prussian Unit: The French player may move any one
owning player. Exactly how and when such an event can be used is Prussian unit (Combat or HQ) on the map, one hex in any direction
detailed in the Unique Event Descriptions on each player’s Player he chooses. This must be a legal move per the normal Movement
Aid card. Unique Events come in three types: and Stacking rules but a unit cannot be moved off the map. If moved
adjacent to an enemy unit, normal Defensive Fire occurs (11.4).
a. Play Immediately: The Event must be played immediately if
used as a Unique Event—it cannot be held until later in the turn. c. Degrade the Next Chit: Place the Fortunes of War chit on its
There are four such Events: Auftragstaktik, Bazaine’s Malaise, “Degrade Next Chit” side next to the draw cup as a reminder.
Feu de Bataillon and Prussian Aggressive Tactics. • If the next chit drawn is an Event Chit, it is discarded for the turn
b. Play Immediately or Hold: The Event can be played with no effect.
immediately (as above) or held for later use (as below), to be • If the next chit drawn is an Activation Chit or a CIC Chit, the
played at any eligible time (ex: A Cloud of Skirmishers); activated formation’s HQ must be placed in Defensive Posture
c. Hold: The Event must be held and can be played only at any and units that are then In Command may only conduct the Fire
eligible time (ex: Command Initiative). The chit is placed face- Combat Step. Out of Command units may not issue Fire Combat
down in front of the owning player. and are not given OOC markers (because there is no Out of
For events that can be played at any eligible time during the Command Step). All other Steps of the Activation Phase are
Activation Phase, this literally means at any eligible time. The ignored and are not performed by the activated formation. The
holding player simply stops play and announces he would like to CIC chit still allows the selection of an eligible unit or Grouped
play a chit. If both players wish to simultaneously play a chit(s), Division, but all other procedures are then superseded by the
the Prussian player goes first with all his eligible Events. The event degraded effects. In the case of a degraded Prussian CIC Chit,
is then carried out—results are applied and play resumes where it it must be played immediately—it may not be held for later.
left off. In cases of Opportunity Fire ability (Krupp’s Guns, Beat- d. Enhance the Next Chit: Place the Fortunes of War chit on its
en Zone and A Cloud of Skirmishers), see 11.5 for further details “Enhance Next Chit” side next to the draw cup.
on exact procedures. Any Unique Events that can and wish to be • If the next chit drawn is an Event Chit, the owning player also
played must be used before play proceeds to the End Turn Phase. gets an immediate and free Krupp’s Guns Event (if Prussian) or
Otherwise they are lost to the holding player. Beaten Zone Event (if French) in addition to the drawn Event
Chit. The additional, free Event must be used immediately but
6.3.2 Command Event Chits: The back side of the
can be used either before or after the drawn Event Chit.
Event Chit represents the Command Event. When an
Event Chit is drawn, the owning player may opt to use • If the next chit is an Activation or CIC Chit, the owning player
the chit for its Command Event instead of its Unique does not need to assign a Posture to the activated formation.
Event (all Event chits can be used for the Command Event side). Instead, it gets a Special Posture, which allows all the benefits
If he chooses to do so, he immediately places the chit on the ap- of both normal Postures, and the HQ is simply flipped to its
propriate track, depending on which of the Command Event types greater Command Rating side. The Special Posture means that
he wishes to influence and which scenario is being played. Each the activated formation may use the Combat allowances of the
Command Event is used differently by the owning player and is Aggressive Posture plus it can use the Road March Column
detailed in the Command Event Descriptions of each scenario. bonus, build Earthworks and Rally per the Defensive Posture.

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At Any Cost: Metz 9
All such allowed procedures must still follow the normal rules Movement Allowance, Engage (11.3) an enemy unit, conduct Fire
and procedures. Combat (8.0) and conduct Assault Combat (12.0). Cavalry units
e. Leader Casualty: Place a “Leader Casualty –1 CR” marker may conduct Cavalry Charges (11.6). However, activated units
next to the draw cup. Whenever the next Activation Chit (only) is may not use Road March Column movement (11.9), Rally (13.0)
drawn, the corresponding HQ immediately has a “Leader Casualty or build Earthworks (16.0) during this Phase.
–1 CR” marker placed under it. If no Activation Chits remain in the 7.2.2 Defensive (D): Activated units may move up to their full
cup when this chit is drawn, there is no effect and it is discarded Movement Allowance, use Road March Column movement if eli-
for the turn. The “Leader Casualty” marker stays with the HQ for gible, conduct Fire Combat, Rally and build Earthworks. However,
the remainder of the game (though it may be removed in some activated units may not Engage the enemy nor conduct Assault
circumstances) and signifies that the HQ’s Command Ratings are Combat, except for cavalry units that begin the Phase adjacent to
both reduced by one (–1). Should an HQ suffer a second Leader an enemy unit. These cavalry units (only) may conduct an Assault
Casualty result, the marker is removed and the HQ returns to its Combat (but may not Charge).
printed Command Ratings.
In summary, units can always conduct movement and issue fire.
f. Lull in the Battle: Place the Fortunes of War chit on its “De- However, if you want to engage the enemy and/or assault them,
grade Next Chit” side next to the draw cup as a reminder. Apply then you must be in Aggressive Posture—but you can’t then move
the Degrade the Next Chit procedure (“c” above) for the remainder quickly, rally your men or build earthworks. By the same token,
of this Game Turn. a Defensive Posture allows march columns, digging in and rally-
DESIGN NOTE: The Fortunes of War chit represents all the things ing—but you can’t get close to the enemy.
that can go wrong (or right) on a historical battlefield but are
conditions and events that most wargames cannot simulate effec-
7.3 Command Range
An HQ’s Command Range is equal to its current face-up Command
tively. Events like units becoming lost, colonels disobeying orders,
Rating in hexes (in the gray box). If tracing the Command Range
local commanders perceiving enemy threats, sudden downpours,
from any Road hex into any connected Road hex (Minor Road
blinding battlefield smoke, general exhaustion, enlightened lead-
or Major Road), each such Road hex counts as one-half hex for
ership, commander illness, etc. All the things that generals had to
Command Range purposes (only). A Forest or any Forested hex
deal with but that are seldom reflected in traditional game play.
counts as two hexes for Command Range purposes (only). All
These are the fortunes of war that are often thrust at battlefield
other terrain hexes cost one hex of the Command Range and can
leaders and they can be both frustrating and fortuitous. In either
be traced through any terrain except un-bridged River hexes. It can
case, they happened and thus are represented in the Blind Swords
also never be traced through hexes occupied by enemy units. If an
game system.
HQ’s Command Rating is not sufficient to pay the cost to enter a
hex, the Command Range does not extend into that hex. Note that
7.0 POSTURES AND COMMAND there is no minimum Command Range.
The first step in the Activation Phase is the HQ Command Step and EXAMPLE: An HQ with a Command Rating of “1” cannot trace
this is when the activated HQ selects its Posture for the Phase. The its Command Range into a Forested hex. It may, however, trace
chosen Posture sets the parameters for what the activated HQ and through two connected Road hexes.
its subordinated units can do this turn. Postures are in effect only An Overrun HQ (12.10) can only place a unit currently stacked
during the current HQ activation and during the current Activation with it In Command (7.4). An HQ that is a Reinforcement this turn
Phase—they are ignored at all other times during the turn. and waiting off-map to enter the game has no Command Range.
7.1 Postures 7.4 In Command Status
HQs are responsible for issuing “orders” to their subordinate units During the HQ Command Step, every unit of the activated HQ’s
(those with the same color-coded band on their counters). These formation (only) must check if it is In Command. A unit can be In
orders are abstractly represented by the player selecting one of two Command in any of three ways:
Postures for the HQ. When activated, the HQ counter is displayed
a. The unit is within Command Range of its HQ;
on the map with either its front side or reverse side showing. Each
side of the counter lists a Posture (either “A” for Aggressive or b. The unit is adjacent to another unit from the activated formation
“D” for Defensive), along with a Command Range (in hexes) that that is itself In Command. This can create a chain of adjacent
applies to that Posture (only). During the HQ Command Phase, In Command units;
the owning player may change the active HQ’s Posture by simply c. Special situations, such as when entering the game as a
flipping the counter to show the desired side. Reinforcement or as part of a CIC Chit activation. These
situations are explained in full later in the rules.
7.2 Types of Postures
EXAMPLE: If a Corps is marching down a road with its HQ stacked
There are two possible Postures that an HQ can be under, each
with the front unit and all its remaining units are adjacent to one
with a distinctive list of allowed and disallowed actions, detailed
another in line behind the front unit, the entire formation is In
as follows:
Command, regardless of its actual length.
7.2.1 Aggressive (A): Activated units may move up to their full
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10 At Any Cost: Metz
A unit that is In Command abides by all the conditions of the EXAMPLE: A Disrupted unit with a printed SP of 2 cannot issue
HQ’s Posture and conducts the remainder of the Activation Phase Fire Combat, as its initial SP would then be zero due to the “Dis-
normally. Units that are Out of Command are marked as such rupted” marker.
immediately (7.5). Note that the HQ itself is always considered
to be In Command. 8.1.2 Line of Sight (LOS): When a unit issues Fire Combat at a
target two or more hexes away, it must be able to “see” the target
7.5 Out of Command Status unit. To determine LOS, draw an imaginary line from the center of
A hex that is not In Command (as defined in 7.4) is the firing unit’s hex to the center of the target unit’s hex. Any hex
deemed to be Out of Command (OOC). At the start of entered by this line in between the firing hex and the target hex is an
each game, all thirteen “Out of Command” markers Intervening Hex. The LOS stops in any Intervening Hex containing
are placed in a pile, mixed up and with their generic Blocking terrain or units (as identified below) and will not extend
“?” side of the marker showing. When a hex is deemed to be OOC, beyond this hex (but does extend into it). Units can always fire into
the owning player randomly draws an “Out of Command” marker and out of hexes containing Blocking terrain. The LOS can also be
and places it on the hex with its generic “?” side face up. Players Obscured by an Intervening Hex, which means the LOS penetrates
may not look at the back side of the marker until the Out of Com- all the way to the intended target hex but with degraded visibility.
mand Step (14.0). This assigned OOC marker affects all units in Obscured fire allows the unit to issue the Fire Combat but with a
that hex. detrimental column shift applied. Line of Sight cases are:

Roadbound Units Exception: If there is a string of adjacent OOC 8.1.2.1 Firing unit and Target unit are on same elevation.
units all of which are occupying connected Road hexes (of either a. Any Intervening Hex that is higher than both units will Block
type), then only place one OOC marker in the hex at the head of the the fire.
column. This one marker will determine the effect for all connected b. If all Intervening Hexes are lower than both units, any Intervening
OOC units in that roadbound column. Adjacent OOC units that are Hex with Forest, Forested or Town terrain or containing any unit
not actually on a Road hex cannot be included in the group. (friendly or enemy) causes an Obscured LOS;
Important: Note that OOC units are not activated with In Command c. If any Intervening Hex is at the same level as both units, the
units. OOC units remain on the map and may not conduct any LOS is Blocked if there is any Forest, Forested, Farm or Town
activities until the Out of Command Step. During that step, each terrain or any unit in that hex. 
OOC marker is flipped over (if more than one, the owning players 8.1.2.2 Firing unit is at lower elevation than Target unit.
chooses the order of activation) and enacted. a. Any Intervening Hex that is higher than both units will Block
Option: If players wish to use a different method of selecting the the fire.
OOC marker, get a second cup. Place all the OOC markers in that b. If all Intervening Hexes are lower than both units, any Intervening
cup and keep it nearby both players. During a player’s HQ Com- Hex with Forest, Forested or Town terrain or containing any unit
mand Step when OOC hexes are identified, the opposing player (friendly or enemy) causes an Obscured LOS.
draws the OOC markers from the cup without the active player c. If any Intervening Hex is at the same level as the Firing unit,
seeing the actual marker drawn. He then places the chit—“?” side such a hex with Forest, Forested or Town terrain or any unit will
face up—on the hex(es) in question. cause an Obscured LOS.
d. If any Intervening Hex is at the same level as the Target unit,
such a hex with Forest, Forested, Farm or Town terrain or any
8.0 FIRE COMBAT unit will Block the fire.
8.1 Fire Eligibility
8.1.2.3 Firing unit is at higher elevation than Target unit.
The second step in the Activation Phase is the Fire Combat Step.
a. Any Intervening Hex that is higher than both units will Block
Fire Combat is voluntary and can only be conducted by active units
the fire.
during the Fire Combat Step, attacked units issuing Defensive Fire
during the enemy’s Movement Step, or any unit using an Event b. If all Intervening Hexes are lower than both units, any
Chit allowing such fire. Cavalry and HQs may not conduct Fire Intervening Hex with Forest, Forested or Town terrain or any
Combat. Units normally issue Fire Combat individually (however, unit (friendly or enemy) causes an Obscured LOS.
see Combined Unit Fire, 8.1.4 below) and each fire is resolved c. If any Intervening Hex is at the same level as the Firing unit,
completely before moving to the next unit. A unit can only fire once such an Intervening Hex with Forest, Forested, Farm or Town
in the Fire Combat Step or due to an Event, but numerous times terrain or any unit will Block the fire. 
when conducting Defensive Fire. Enemy units can be targeted a d. If any Intervening Hex is at the same level as the Target unit,
multiple number of times by different units firing. such an Intervening Hex with Forest, Forested or Town terrain
or any unit causes an Obscured LOS.
Fire Combat eligibility cases are as follows:
If a LOS passes exactly along a hexside, the LOS is affected by
8.1.1 Minimum SP: A unit must have an initial modified SP value the most disadvantageous case presented (to the firer) by the two
of at least 1/2 SP in order to issue Fire Combat (3.1.3). That does adjacent hexes.
not include any possible later column shifts.
Note: There are no “blind zones” or any similar LOS devices
© 2017 GMT Games, LLC
At Any Cost: Metz 11
used in this game as in some others. The terrain in this area is b. Extended Range is the longer range and is less efficient than
predominantly gently sloped and rather gradual and unintimidat- Effective Range fire. A unit firing at Extended Range uses only
ing. So be aware that as long as there are no intervening physical half of its initial SPs.
obstacles, as indicated above, units can see uphill at units even if c. Canister Range is available to artillery units (but not Mitrailleuse
they are “set back” on the ridge and vice-versa. It is a very open, units) firing at a target unit in an adjacent hex and increases
viewer-friendly environment. the firing unit’s SPs by an additional 50% (with a minimum
increase of +1 SP).
8.1.4 Combined Unit Fire: Units of the same type (infantry or
artillery) stacked in the same hex firing at the same target may
add their eligible SPs together into one combined SP total. For the
purpose of combining firing SPs only, infantry and Mitrailleuse
units may add their SPs together into one total (as if they are of
the same type).
8.1.5 HQs cannot be targeted separately and are never affected by
Fire Combat.
8.1.6 Artillery Mobility: Most artillery units that fire
in the Fire Combat Step may not move in the subse-
quent Movement Step (place an “Artillery Fired”
marker on them as a reminder). Horse Artillery units
(3.1.4.1) have the option to fire with half of their normal SPs and
still move during the following Movement Step but with only half
of their Movement Allowance (place a “Horse Artillery 1/2 Fire,
1/2 Move” marker on the unit if this option is chosen).

8.2 Fire Procedure


The owner of the firing unit declares an eligible enemy target hex.
The firing player determines the total number of SPs in the firing
hex and then modifies that total by any of the applicable SP ad-
EXAMPLE: Here’s part of the setup for the Bloody Thursday sce-
justments (8.3). He then finds the column on the Combat Results
nario. Viewing from the two Prussian units would be determined
Table (CRT) that contains the adjusted SP total. The firing player
as follows:
then checks for any applicable Column Shifts (8.4). These shifts
28/Kam can see hex #3720 but not hex #3719 due to the blocking are cumulative and all shifts are figured as one net total shift before
of the units in #3720. If those French units were not in #3720, then referencing the CRT. The firing player will then roll two dice and
the Prussian unit could see into #3719. The unit cannot see hex determine the result of the fire.
#3820 as there is intervening terrain that is higher than both units.
25/Glum cannot see hex #4022 due to the blocking Forested hexes 8.3 Firing Unit SP Adjustments
at the same level as the higher unit. Likewise, it cannot see hex A unit issuing Fire Combat may have its SP value adjusted for that
#3720 due to the Forest hex in #3622. If that Forest was not there fire by various conditions. These conditions are cumulative.
and hex #3622 was Clear, then the unit could see into #3720, but a. Artillery unit firing at Canister Range = increase SPs by 50%
with an Obscured LOS due to viewing over the Forest terrain in (with a minimum increase of +1 SP)
hex #3722. There is also a blocked LOS into hex #3820 for two b. Firing unit at Extended Range = decrease SPs to 50%
reasons—the Forest terrain blocks LOS for two units on the same
level and due to the protruding higher terrain in hex #3721. Remember to first adjust a unit’s SP value by any Shaken, Disrupt-
ed or Horse Artillery markers (8.1.6). Then make the applicable
8.1.3 Fire Ranges: Range is measured from the firing unit hex to adjustment above.
the targeted hex in number of hexes. The firing player checks the EXAMPLE: An 8 SP Shaken unit firing at Extended Range will
Fire Combat Weapon Ranges Table (on the Fire Combat CRT card) have 3 SP for the Fire Combat (8 SP minus 1 SP for Shaken = 7
and cross references the firing range with the type of unit firing to SP; halved to 3.5 SP for Extended Range; rounded to 3 SP).
get the Range Category. An infantry unit’s Range is divided into
two categories: Effective Range and Extended Range. An artillery 8.4 Firing Unit Column Shifts
unit has three Range categories: Effective Range, Extended Range A unit/hex issuing Fire Combat may have the final net SPs column
and Canister Range. shifted to the left or to the right depending on various applicable
a. Effective Range is the shortest range and represents the normal conditions. These shifts are cumulative and all shifts are figured
engagement range for the unit and has no additional effect on together as one net total shift before referencing the CRT. Shifts to
the unit’s fire. the left of the “C” column on the CRT are resolved on that column.

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12 At Any Cost: Metz
a. Target in Town terrain hex = three column shifts left c. MT +1 = all units in the targeted hex immediately take a Morale
b. Target in Farm terrain hex = two column shifts left Test and increase the Morale Test die roll by one.
c. Target in Forest or Quarry terrain hex = one column shift left d. MT +2 = all units in the targeted hex immediately take a Morale
d. Target in Stream terrain hex (even with a Bridge) = one column Test and increase the Morale Test die roll by two.
shift right e. MT +3 = all units in the targeted hex immediately take a Morale
e. Target in River Bridge terrain hex = two column shifts right Test and increase the Morale Test die roll by three.
f. Target in Forested Ravine terrain hex (even with a Bridge) = f. CH = inflict one Casualty Hit (8.6) on the targeted hex.
one column shift right g. CH + MT = inflict one Casualty Hit on the targeted hex and
g. Target in Ravine terrain hex (even with a Bridge) = two column then all units in hex must take a Morale Test.
shifts right
h. 2 CH = inflict two Casualty Hits on the targeted hex.
Note: In the case of multiple terrain types in the target hex, use i. 2 CH + MT = inflict two Casualty Hits on the targeted hex and
only the single most beneficial shift to the target unit. Also note that then all units in hex must take a Morale Test.
Forested Ravine is its own terrain type—not two types.
If there are two units in the targeted hex, both can be affected by
h. Target in Hasty Works hex = one column shift left the result. With an MT result, each unit takes its own Morale Test.
i. Target in Entrenchment hex = two column shifts left With a CH result, the largest SP unit takes the Casualty Hit (if
j. Half or more of Target hex SPs are Cavalry = three column shifts equal, the owning player assigns the hit). With a 2 CH result, each
right unit takes a Casualty Hit.
k. Target unit has a Battlefield Conditions Event Chit played =
two column shifts left 8.6 Casualty Hits
When one or more Casualty Hits are inflicted on a targeted unit,
l. Target unit is a French unit eligible for a Feu de Bataillon Event
the unit is reduced one Status Level (3.3) for each such hit. This
Chit = one column shift left
means for each Casualty Hit, a Fresh unit is flipped to its Battleworn
m. Firing Unit is Prussian Artillery = one column shift right side or a unit on its Battleworn side must take a Break Test (10.0).
n. Firing Unit is French Infantry or Mitrailleuse = one column shift
Therefore, a Battleworn unit that suffers a “2 CH” result must take
right
two consecutive Break Tests.
o. Firing unit has a Low Ammo marker = two column shifts left
p. Firing unit has a Rationed Ammo marker = four column shifts 8.7 Mitrailleuse Units
left Mitrailleuse units issue Fire Combat separately from their parent
q. Firing Artillery unit is on a higher elevation hex than the Target artillery units (4.3) and may even fire at a different target and com-
hex (Plunging Fire) = one column shift right bine their SPs with a stacked infantry unit. Note that the Mitrailleuse
r. Firing unit has an Obscured LOS to target hex = two column unit uses different Range categories (8.1.3) and different column
shifts left shifts (8.4) than its parent artillery unit. If there is a Morale Hit on
an artillery/Mitrailleuse unit, each counter’s SP value is adjusted
s. Any Defensive Fire issued by a unit after the first such fire in a
separately for that marker when issuing Fire Combat.
single Step = two column shifts left, regardless of the number
of additional fires issued by that unit in this step. EXAMPLE: A Shaken 5 SP artillery unit is stacked with its 4 SP
t. Firing unit is a French unit eligible for a Feu de Bataillon Event Mitrailleuse unit. When issuing Fire Combat, the artillery fires with
Chit = one column shift right 4 SP and the Mitrailleuse with 3 SP (both deducting 1 SP for the
Shaken marker). However, if attacked in Assault Combat, the unit
u. Firing unit is a French unit with a Moulin a Café Event Chit =
would fight as a combined 4 SP (9 SP minus 1 SP for Shaken = 8
three column shifts right
SP; then 1/2 SPs in Assault Combat = 4 SP).
v. Firing unit has a Battlefield Conditions Event Chit played =
two column shifts right 8.8 Ammunition Problems
If a unit issuing Fire Combat (only) for any
8.5 Fire Combat Results reason rolls “doubles” on the two dice (for
After determining the final modified SP column that applies, example, a colored “8” and a white “8”),
the firing player rolls two dice (one colored and one white) and the firing unit experiences ammo problems
cross-references the colored die roll (only) with the final SP column (a shortage of ammunition or other logistical issue). If more than
(after any shifts are applied). Apply the result indicated. one unit is involved in the fire, apply the marker to the largest
Note: Don’t pick up the dice after making the initial roll—you may printed SP unit only (owning player’s choice if equal). Apply the
need the white die roll to determine the Morale Test result. Fire Combat result normally and at the conclusion of its fire, the
firing unit is given a “Low Ammo” marker. However, should a unit
Fire Combat Results are applied as follows: receive a second Ammo Problems result, flip the “Low Ammo”
a. NE = no effect on the targeted hex. marker over to its “Rationed Ammo” side. A unit with a “Rationed
b. MT = all units in the targeted hex immediately take a Morale Ammo” marker ignores any further Ammo Problem results. If two
Test (9.0). units are firing together and “doubles” are rolled, the owning play-
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At Any Cost: Metz 13
er will choose which unit gets the Ammo Problem effect. Note that b. Two Morale Hits Result
units with either marker will have a detrimental column shift when • If the testing unit currently has no Morale Hits, place a
issuing Fire Combat (8.4 o & p). These markers can be removed “Disrupted” marker under the unit.
or reduced with the Recovery action (13.2). A unit with an Ammo
• If the unit has a “Shaken” marker, flip the marker over to its
Problems marker conducts Assault Combat normally.
“Disrupted” side and then apply the second Morale Hit as a
8.9 Fortresses Casualty Hit (8.6) and also keep the “Disrupted” marker.
Fortress terrain hexes, and any units in them, cannot be fired upon by • If the unit has a “Disrupted” marker, it must apply the Morale
Prussian units. Prussian units that come within 2 hexes or less and Hits as two Casualty Hits and also keeps the “Disrupted” marker.
within normal LOS (Unblocked and Unobstructed) of the Fortress
EXAMPLE: A French stack containing a Fresh infantry brigade
hex can be fired at with its inherent 10 SP of French artillery fire.
(with a TCR of “7”), an artillery unit and a Mitrailleuse unit (with
This fire is conducted once each turn and against only one eligible
a TCR of”6”) gets hit by Prussian artillery fire with a Fire Combat
target hex. The fire is resolved during the Fire Combat Step when
result of “MT +2”. If the white die roll is a “4”, the modified MT
the French Imperial Guard Corps formation is drawn from the cup
die roll would then be “6”. This is compared to the TCRs of both
(even if the formation is not actually activated). This fortress fire
units in the hex. The infantry unit result is therefore a “–1” MT
is resolved using normal Fire Combat procedures.
Differential and it passes with no effect. The artillery/Mitrailleuse
unit gets a “0” MT Differential and thus suffers one Morale Hit
8.10 HQ Units and Fire Combat
and is given a “Shaken” marker (which applies to both the artillery
An HQ may not issue Fire Combat and cannot be a target, even if
and Mitrailleuse units).
stacked with another friendly unit. The HQ cannot have Morale or
Casualty Hits applied to it.
10.0 BREAK TESTS
9.0 MORALE TESTS A Break Test is required in the following cases:
If a unit receives any Fire Combat result that indicates that it must • When a Fresh unit receives two Casualty Hits.
take a Morale Test (MT), the owning player refers to the white • When a Battleworn unit receives one Casualty Hit.
die roll (from the original 2d10 dice roll result made during the
• When a Battleworn unit receives two Casualty Hits, it must
Fire Combat resolution step), modifies that die roll result by the
take two, separate Break Tests (applying the effects of each
applicable MT modifiers from the combat (8.5) and compares that
independently).
net die result to the TCR of the targeted unit to get the differential
(9.1). If two units are in the testing hex, both separately compare Note: Units are never automatically Broken by simply receiving
their individual TCRs to the modified die result and each applies Casualty Hits—they must fail the resulting Break Test in order to
the result to itself. become Broken and be removed from the map.

9.1 Morale Test Result 10.1 Break Test Procedure


Calculate the modified white die roll and subtract the TCR of the For each Break Test, the owning player rolls 1d10 (of either color)
testing unit from that die roll. The net result is the MT Differential for the testing unit and compares the die roll result to the testing
(which can be a negative number). The MT Differential is applied unit’s TCR. Note: In the case of a Fresh unit that receives two Ca-
to the testing unit as follows: sualty hits, be sure to flip the counter to it’s Battleworn side before
• MT Differential of –1 or less = no effect on the testing unit. conducting the test. The player determines whether it is less than
• MT Differential of 0 to +3 = inflict one Morale Hit on the testing (and how much less than), equal to or greater than the TCR and
unit. then applies that result as follows:
• MT Differential of +4 or more = inflict two Morale Hits on the a. If the die result is less than the TCR of the unit by 4 or more, this
testing unit. is a Confident Pass. The unit simply remains on its Battleworn
side with no additional effect of the Casualty Hit.
9.2 Morale Hits b. If the die roll is less than the TCR of the unit by 1, 2, or 3, this
When one or more Morale Hits are inflicted on a unit, apply such is a Normal Pass. The unit remains on its Battleworn side but
hits as follows: if it is a Shaken or Disrupted unit, it must also Retreat one hex
a. One Morale Hit Result away from the firing unit (during Fire Combat) or from the
• If the testing unit currently has no Morale Hits, place a “Shaken” nearest enemy unit (during Assault Combat) per the regular
marker under the unit. Retreat rules (12.8).
• If the unit has a “Shaken” marker, flip the marker over to its c. If the die roll is equal to the TCR of the unit, this is an Uneasy
“Disrupted” side. Pass. The unit remains on its Battleworn side but if it is a Shaken
or Disrupted unit, it must also Retreat two hexes away from the
• If the unit has a “Disrupted” marker, it must apply the Morale Hit
firing unit (during Fire Combat) or from the nearest enemy unit
as a Casualty Hit instead (8.6) and also keeps the “Disrupted”
(during Assault Combat) per the regular Retreat rules (12.8).
marker.

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14 At Any Cost: Metz
d. If the die roll is greater than the TCR of the unit, the unit is
Broken and removed from play (10.2).
11.0 MOVEMENT
11.1 Procedure
If a unit must take two Break Tests, apply the effect (if any) of Only units of the currently activated formation and that are In
the first test initially and then make the second test and apply any Command (7.4) can move during the Movement Step. Artillery
additional result again. units that issued any Fire Combat and Horse Artillery units that
EXAMPLE: A Shaken/Battleworn unit with a printed TCR of “6” opted to fire at 100% in the previous Fire Combat Step may not
has to take a Break Test (and thus its modified TCR is “5”). If the move during the Movement Step. Out of Command units (7.5) are
owning player rolls a “6” the unit breaks and is placed in the “Units not moved (if allowed) until the Out of Command Step—not the
Eliminated This Turn” box. If a “5” is rolled the unit must retreat Movement Step.
two hexes. If a “3” is rolled it retreats only one hex. If the player Each unit may spend Movement Points up to its given Movement
rolls a “1” the unit remains where it is with no effect. Note that in Allowance, within the restrictions of terrain costs and Orders.
the case of the “5” and “3” die rolls, if the unit was not Shaken it Stacks of units may be moved together as a group, but be aware that
would not have had to retreat at all. units wishing to use the Road rate (11.2) and/or the Road March
Column bonus (11.9) must be moved individually and may not
stack while using that mode of movement.

11.2 Terrain Movement Costs


Each unit has a number of Movement Points (MPs) available to use
each turn, as indicated by the Movement Allowance printed on its
counter. Each hex has a dominant terrain feature and costs one or
more MPs to enter depending on the type of unit moving. Active
units move from hex to adjacent hex, paying the MP cost of the hex
being entered, and may continue to move until they have spent a
number of MPs equal to their Movement Allowance. If a unit does
not have sufficient MPs left to pay the cost to enter a hex, it must
halt its movement at that point. However, a unit may always move
at least one hex during its Movement Step, regardless of terrain
costs, as long as it would be otherwise legal to do so.
Refer to the Terrain Effects Chart on the map for terrain costs.
Except for Roads, hexes that contain multiple terrain types apply
the cumulative cost of all the terrain features. Hexside terrain (ex:
Slopes) inflict an additional MP cost on the moving unit that is
added to the terrain cost for the entered hex. Note that Roads—both
Minor and Major—cancel the terrain costs of other terrain in the
hex, and for any hexside terrain crossed, if the unit moves from
10.2 Broken Units one Road hex to a connected Road hex. Qualified Road hex cost is
Units in At Any Cost: Metz 1870 are never permanently eliminated. always 1 MP (exception: see Road March Column—11.9).
They are instead Broken and rendered “combat ineffective” until
brought back into the game with the Rebuilding activity during 11.3 Engagement
the Rally Step (13.0). A unit is said to Engage an enemy Combat unit anytime it moves
adjacent to that unit. This is important for units with a Defensive
A unit that fails its Break Test (i.e., rolls greater than its TCR) is Posture. In addition, most Out of Command units cannot conduct
said to be Broken. A Broken unit first removes any markers it is an Engagement move. Movement adjacent to enemy HQs is not
carrying and is then immediately placed in the “Units Eliminated Engagement.
This Game Turn” Box on the map on its Battleworn side. During
the Housekeeping Phase, all Broken units are moved from the Note: Engagement is not the same as Assault Combat! Just because
Eliminated Units Box to the Eligible for Rebuilding Box. From this a unit may Engage an enemy unit—move next to it—does not nec-
box (only), units are eligible to use the Rebuilding action (13.3) to essarily mean it can also conduct an Assault Combat.
attempt to bring them back into the game.
11.4 Defensive Fire
Exception: Infantry Detachments that are Broken are returned to At the instant an enemy unit or stack of units moves into a hex adja-
the available Detachment unit pool—they are not placed in the cent to a friendly infantry or artillery unit during regular movement,
Eliminated Units Box and cannot be Rebuilt. Event Chit movement or Retreat, that friendly unit may immedi-
ately issue Fire Combat at that moving unit/stack (only). Should
the moving unit/stack move adjacent to two or more friendly units
in separate hexes, each hex of units fires separately. Temporarily

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At Any Cost: Metz 15
halt the enemy unit/stack movement and resolve the fire normally. 11.6 Cavalry Charges
If the fire results in any Morale Hit(s) or Casualty Hit(s) on the An active cavalry unit (not Horse Artillery) may con-
moving unit/stack, the unit may not move any further this phase, duct a special Charge Move during the Movement
unless it was already Retreating (in which case it simply continues Step, which increases the cavalry unit’s SP in the
to Retreat). If the result is “No Effect”, the moving unit/stack may subsequent Assault Combat by an amount depending
continue to move (and be subject to more Defensive Fire further on its Weight Class. The player must announce the charge before
along—even from the same unit). Note that there is no limit to the the unit moves and it must be eligible for Engagement (11.3) and
number of Defensive Fires that may be issued by a given unit, but Assault Combat (12.1) normally. The cavalry unit must first qual-
each Defensive Fire after the first one issued by that unit in this ify as follows:
same phase applies a two-column-shift-left penalty. • It cannot be a Shaken or Disrupted unit.
If a moving unit enters a hex adjacent to an enemy unit with another • It may not be adjacent to the intended target or any other enemy
friendly unit already in the hex, both friendly units are subject to Combat Unit at the start of the move. It may start adjacent to an
the Defensive Fire (resolved as a normal stack being fired upon). enemy HQ.
Defensive Fire may not be issued if the moving enemy unit is • It must have a Line of Sight (8.1.2) to the intended target before
conducting Breakthrough Movement (12.9). it starts its Charge Move.
Note: There are no Zones of Control in At Any Cost: Metz 1870, • It may not pass through hexes containing any Combat Units
as found in many wargames. Units exert their influence and control (enemy or friendly). However, the unit may start the Charge
of their immediate vicinity with Defensive Fire and Opportunity Move stacked with a friendly unit.
Fire (see below). • It may only enter Clear and Clear/Road terrain hexes while
charging but may not across a Bridge hex. It may cross a Slope
11.5 Opportunity Fire hexside but not a Steep Slope hexside. Note that in this case,
Certain Event Chits: Krupp’s Guns, Beaten Zone and A Cloud of Roads do not negate the other terrain features contained in a hex.
Skirmishers, allow the use of Opportunity Fire. This is Fire Com-
• The target unit must be in a Clear, Stream or Ravine hex.
bat which is conducted at the time the Event Chit is played (even
during an enemy unit’s Movement Step). The Krupp’s Guns and • If all the above conditions are met, the owning player must roll
Beaten Zone chits utilize the regular Fire Combat routine and the 1d10 for the cavalry unit: if the die roll result is less than or
A Cloud of Skirmishers chit uses a different method (as explained equal to the TCR of the cavalry unit, it may conduct the Charge
on the Event Chits Description card). Move; if the die roll result is greater than the TCR, the unit may
not conduct the Charge Move (but may still conduct regular
The Opportunity Fire Event Chit may only be played after an enemy Movement and Assault Combat, if otherwise eligible to do so).
unit’s action is announced, either before it is carried out, during the
action or immediately after the action is completed. The Opportu- If the Charge Move is made, place a “Cavalry Charge”
nity Fire is issued when the owning player announces its use and marker on the cavalry unit and move it adjacent to its
is applied immediately using normal Fire Combat procedures. If intended target unit (and suffering any eligible Defen-
any Casualty Hit or Morale Hit results from the fire on a moving sive Fire—11.4). An Assault Combat must be fought
enemy unit, the unit may not continue its move. If there is no effect against the charged hex by the Charging unit (at least) if it survives
from the fire, the enemy unit may continue its move. Multiple chits any Defensive Fire (and regardless of its condition if it is not
can be played on the same unit, but only one per hex the moving eliminated). Other cavalry units may also charge the same enemy
unit enters. Note also that a unit could hold Opportunity Fire for and all other eligible friendly units may even join the Assault
when an enemy moves adjacent and then issue both Defensive Fire Combat normally. However, if other friendly units join the Assault
(resolved first) and then play the appropriate Event Chit to issue Combat, the Charging cavalry unit’s hex must be declared as the
Opportunity Fire. Lead Assault Hex (12.2).

Note: Opportunity Fire events are used to harass an opponent’s 11.6.1 Cavalry Charge Weight Bonus: A cavalry unit that con-
moving unit, soften up a target ahead of one’s own assault, etc. ducts a Charge Move will increase its SPs in that Assault Combat
The  Event Chit always takes precedence over whatever other depending on its Weight Class, as follows:
action is happening, essentially interrupting that action until the • Light Cavalry = +1 SP
effect of the chit is carried out. Opportunity Fire Event Chits can • Medium Cavalry = +50% SPs (with a minimum increase of +1
even be enacted while other Event Chits are being resolved. SP)
EXAMPLE: If the Prussian player is playing the Auftragstaktik • Heavy Cavalry = 2x SPs (with a minimum increase of +1 SP)
Event Chit, the French player could use the Beaten Zone Chit to 11.6.2 Charge Disorganization: A cavalry unit that conducts a
interrupt the movement and take a shot at the advancing Prussian Charge Move, including a Countercharge (11.7) or Opportunity
unit before it even moves. Charge (11.8), is always given a Morale Hit at the conclusion of
the Assault Combat Step and after any Breakthrough Move (12.9).
Note: Please be aware that cavalry units are not required to attempt
a Charge Move to conduct Assault Combat—the charge simply

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16 At Any Cost: Metz
provides a bonus. Cavalry units may conduct Assault Combat 11.9 Road March Column
normally without a Charge Move. Units under a Defensive Posture (or as allowed by an Out of
Command result) that move from one Major Road terrain hex to
11.7 Cavalry Countercharges a connected Major Road terrain hex pay only 1/2 MP to enter that
A non-active friendly cavalry unit (only) may attempt to Counter- hex. Units using the Road March Column movement bonus may
charge a Charging enemy cavalry unit if the friendly cavalry unit not stack with other units during that portion of their movement
is in the target hex of the enemy Charge Move. (4.2). If they do move through another unit, they may not use the
The Countercharging cavalry unit may not be a Shaken or Disrupted Road March Bonus rate and must instead use the MP cost of the
unit. Before the Charging unit actually enters the eligible adjacent other terrain in the entered hex. Units may enter and leave Road
hex, the Countercharging unit rolls 1d10 and compares the die roll March Column mode as qualified during the same move.
result to its TCR. If the die roll result is greater than the TCR, the
Countercharge fails and nothing else happens. If the die roll result 11.10 Arrival and Movement of Reinforcements
is less than or equal to the TCR, the Countercharging cavalry unit Reinforcements should be placed on the Turn Record Track on
is moved one hex into the eligible adjacent hex (thus “cutting off” their appropriate turn of entry (as indicated by the scenario being
the Charging enemy cavalry unit). If there are multiple friendly played). Reinforcing units actually enter the game only when their
cavalry units that are eligible to Countercharge, each may be rolled Activation Chit is drawn (6.1) or if their formation is activated by
for separately but only the first one to be successful may actually the CIC Chit being drawn (6.2). They are automatically considered
conduct a Countercharge. to be In Command for the turn of entry only (regardless of where
the HQ is) and units of the formation can all be under any Posture
The two opposing cavalry units must then conduct an Assault they wish (again, even if the HQ is on the map and in a different
Combat during the upcoming Assault Combat Step. Both cavalry Posture). Thereafter, the regular Posture and Command rules ap-
units are considered to be conducting a Charge Move and both will ply. Reinforcing units enter the game on their Fresh sides unless
receive the appropriate bonus. Important: the initially Charging otherwise indicated by the scenario. HQs of reinforcing Corps
cavalry unit is still considered to be the “attacker” and may bring up enter alone or stacked with any unit of their formation and on the
supporting units to join in the new Assault Combat attack normally, appropriate Posture side.
with the Countercharging cavalry unit now being the “defender”
in the Assault Combat). A Countercharging Cavalry unit that fails 11.10.1 Reinforcement Unit Entry: On the turn of entry, place
its test can still attempt further eligible Countercharges in the same Reinforcing unit(s) off the map edge near the indicated arrival hex.
turn, but not against the same enemy unit. When activated, these units enter the map on or within one map
Note: The Charging unit may not complete its originally planned edge hex of the arrival hex. If more Reinforcing units are due to
Charge Move against its intended target if it is successfully Coun- enter the same map edge hex and the stacking limit is exceeded,
tercharged. Its movement is finished. that extra units are lined up off the map one unit/stack behind the
other. Upon activation, Reinforcing units are then moved onto
11.8 Cavalry Opportunity Charges the map counting the entry hex as the first hex and paying regular
If a friendly cavalry unit has any enemy Combat unit of any type movement costs. Units entering on any Road hex are assumed to be
enter an adjacent hex at any time during the enemy’s Movement lined up on the same road off the map. The first unit pays normally
Step (only), the cavalry unit may attempt an immediate Opportunity to enter the map edge hex, the second unit pays double the cost to
Charge. Note that this does not include a situation where the passive enter, and the third unit pays triple the cost and so on.
cavalry is the target of an enemy Cavalry Charge (that would be 11.10.2 Enemy Unit Proximity: If enemy an Combat unit(s) is in
conducted as a Cavalry Countercharge—11.7).The moving enemy or adjacent to any one or more of the three available entry hexes,
unit must be in a Clear, Clear/Road, Stream or Ravine hex and the some or all of the reinforcing units can be delayed one full Game
Opportunity Charging cavalry unit cannot be a Shaken or Disrupted Turn. Units delayed in such a manner may then change the assigned
unit. If eligible, the unit must roll a 1d10 in the same manner as a arrival hex to any map edge hex within three hexes of the originally
Cavalry Countercharge (11.7). If unsuccessful, nothing happens assigned arrival hex. If any of the three new eligible entry hexes are
and the moving enemy unit continues on its way. If successful, the still occupied by or adjacent to an enemy Combat unit, then another
friendly cavalry unit immediately conducts a regular Assault Combat turn delay can be incurred and the arrival hex can be changed again
while receiving its normal Cavalry Charge Weight Bonus (11.6.1). by up to three map-edge hexes. There is no limit as to how long
After resolving this Assault Combat, the enemy unit may not continue reinforcing units can be delayed in this manner.
its movement, regardless of the combat’s outcome (it may, however,
conduct a regular Assault Combat of its own during that phase if it is Note: In the case of scenarios where a die roll is needed to make
otherwise eligible to do so). An Opportunity Charging Cavalry unit units eligible to bring on as Reinforcements for the next Game Turn,
that fails its test can still attempt further eligible Opportunity Charges the above procedure only applies to units that actually qualify to
in the same turn, but not against the same enemy unit. enter the game (i.e., they already “made” their die roll to enter).

Note: This maneuver allows an adjacent-hex charge (which is not EXAMPLE: Prussian units are scheduled to arrive at hex #1429
normally allowed for a Charge Move) because we’re assuming on the 12:00 pm Game Turn and the French have a force in hex
here that the Opportunity Charging Cavalry is actually already #1428, the Prussian player may elect to delay the arrival of these
underway in order to intercept the enemy. units until the 1:00 pm turn. He could then bring them on either
at hex #1729 (entering units at #1629, #1729 and/or #1829) or
© 2017 GMT Games, LLC
At Any Cost: Metz 17
even #1129 (entering units at #1029, #1129 and/or #1229). If he target units in the Defending Hex. The attacking units in the Sup-
chose #1729 and there were then French units in or adjacent to port Assault Hexes are used only to figure any column shifts for
that hex, he could delay the arrival another full game turn and total “odds” (12.5a) and to identify units eligible to create a Flank
have his units arrive at 2:00 pm at hex #2029 (entering at #1929, Attack (12.6) and conduct a Breakthrough Move (12.9).
#2029 and/or #2129).
12.3 Abandoning Position
11.11 Overrun HQ Units In some cases, defending units who are the target of an Assault
Should a lone HQ find itself adjacent to an enemy Combat may opt to retire and abandon their position before the
Combat unit at the conclusion of the enemy’s move combat is resolved. These situations are as follows:
(i.e., after any Defensive Fire), the HQ is Overrun. a. Cavalry Withdrawal Before Combat: A defending cavalry
Simply pick up the HQ and stack it with the nearest unit, assaulted by infantry units only or by other cavalry units that
friendly unit. An HQ so displaced has a “0” Command Rating for are all of a heavier Weight Class than it (this includes units in both
the remainder of this turn (place an “HQ Overrun” marker on the the Lead Assault and Support Assault Hexes), may opt to Retreat
counter as a reminder). The HQ returns to normal at the end of the Move one or two hexes (12.8) rather than stand for the combat.
turn—remove the marker during the Housekeeping Step. This option is still available if the eligible cavalry unit is part of a
mixed-type stack. All other rules apply normally. However, if the
defending cavalry unit elects to Countercharge (11.7) or Opportu-
12.0 ASSAULT COMBAT nity Charge (11.8), it then foregoes the Cavalry Withdrawal option
12.1 Assault Combat Eligibility and the Assault Combat must be fought to conclusion.
Assault Combat normally occurs during the Assault Combat Step
b. Infantry and/or Artillery Withdrawal Before Combat: These
and is completely voluntary. It can be conducted by all eligible
types of units may also opt to Retreat Move one hex before an Assault
units in hexes adjacent to an enemy target hex. Only units under
Combat is resolved, but by doing so one Retreating unit (the largest
an Aggressive (A) Posture or as allowed by a specific Event Chit
SP unit, owning player’s choice if more than one unit is eligible)
or OOC marker may conduct an Assault Combat. Artillery units
must first take one Morale Hit (9.2), applied normally. After applying
may never use Assault Combat. Lone HQs may not conduct, or
the hit, units in the hex may be retreated per the regular Retreat rule
be the target of, an Assault Combat. Cavalry Charges result in a
parameters (12.8). However, if these units are being assaulted by
mandatory Assault Combat. Note that Cavalry units may Assault
any Charging Cavalry unit (even if only a part of all the assaulting
normally—they are not required to conduct a Charge Move.
units), then the Abandoning Position option is not available and the
Note: Be aware that units which issued Fire Combat earlier in targeted units must remain in the Defensive Hex.
the turn can still conduct an Assault Combat later in the turn if
In all cases where the defending units leave the Defending Hex
otherwise eligible to do so. Laying down fire on the enemy to first
vacant due to exercising the Abandoning Position option, the attack-
“soften them up” is part of the tactics of the era.
ing units may conduct a normal Breakthrough Movement (12.9).
12.2 Assault Combat Procedure
At the start of the Assault Combat Step, the active
12.4 Assault Combat SP Adjustment
Attacking and defending units use their modified SP values for the
player announces all units that are assaulting an adja-
Assault Differential calculation. In addition to the normal SP modi-
cent, targeted enemy hex and marks them with an
fications, the following SP adjustments are also made if applicable:
“Assault” marker, pointing the marker at the assaulted
hex. These marked units are now committed to attacking the indi- • Cavalry Charge Weight Bonus—11.6.1
cated target hex. The active player then resolves each separate Assault • Artillery and Mitrailleuse unit SPs are halved when defending
Combat in any order desired. He first selects the Lead Assault Hex, in Assault Combat.
which can be any one of the hexes containing one or more assaulting Note: Artillery and Mitrailleuse units caught in melee combat are
units (exception: a hex containing a Charging Cavalry unit must be under an extreme disadvantage. Keep them protected.
the Lead Assault Hex). The other assaulting hexes, if any, are Support
Assault Hexes. The attacked hex is called the Defending Hex. 12.5 Assault Differential Column Shifts
The initial Assault Differential Column may be shifted to the left
The player adds together all the adjusted SPs (12.4) of the unit(s)
or right depending on various applicable conditions. These shifts
in the Lead Assault Hex (only) and then subtracts the total SPs of
are cumulative and all shifts are calculated together to achieve one
all the unit(s) in the Defending Hex. This will produce the Assault
net total shift before referencing the ACRT. Possible column shifts
Differential (AD), which can be negative. Locate the column that
are detailed as follows:
contains the calculated AD on the Assault Combat Results Table
(ACRT). Then check the listed column shift adjustments (12.5) to a. SP Odds Adjustment: For purposes of determining this column
see if any of the situations apply. If so, shift the AD column to the shift only, total the modified SPs of all assaulting units (i.e. the
left or right as indicated. Then finally roll 1d10 and cross reference attacking units in both the Lead and Support Assault Hexes)
the die roll result with the net AD column to get the combat’s result. and compare this sum to the total modified Defending Unit
SPs. Express these totals as a ratio (ex: 2 to 1, etc.). If the ratio
Note: Take special note that the Assault Differential is calculated
of Attacking SPs to Defending SPs is:
only between the attacking units in the Lead Assault Hex and the

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18 At Any Cost: Metz
• 3:1 and more = apply three column shifts right or more total Assaulting hexes attacking—the Assault Combat
• 2:1 = apply two column shifts right receives the Flank Attack column shift modifier.
• 3:2 = apply one column shift right
• 1:2 = apply one column shift left 12.7 Assault Combat Results
• 1:3 and less = apply two column shifts left After cross referencing the die roll result with the net Assault Dif-
ferential column on the ACRT, apply the result indicated in the box
b. Prussian Infantry units are attacking = one column shift right
to the affected unit(s). The letter indicates the Loser of the combat
c. Lead Assault Hex is a Ravine or Forested Ravine terrain hex = (A = Attacker Loses; D = Defender Loses). The number following
three column shifts left the letter indicates the amount of Loss Points that must be applied
d. Lead Assault Hex is a Stream or Forested Stream terrain hex = to the Loser (exception, see Special Results). Only units in the Lead
two column shifts left Assault Hex and Defending Hex can be affected by the Loss Points.
e. Lead Assault Hex attacking from a River Bridge hex = two
column shifts left 12.7.1 Loss Point Results: For each Loss Point in the given result,
the affected player must apply one or more of the eligible effects
Note: In the case of multiple terrain types in the Lead Assault Hex, to the Losing units. Each result can be applied multiple times, as
use only the single most detrimental shift to the attacking unit. often as the owning player wishes, or in any combination of results
f. Lead Assault Hex attacking through a Slope hexside from a as long as the total Loss Points is applied. One Loss Point can be
lower elevation to a higher elevation = two column shifts left. applied as:
Note that this includes a Charging Cavalry unit that crossed up a. Retreat all losing units one hex.
one or more Slope hex sides at anytime during its Charge Move b. Apply one Morale Hit.
(but this shift is only applied once). c. Apply one Casualty Hit.
g. Lead Assault Hex attacking through a Steep Slope hexside as All Loss Points must be applied if at all possible. If there are two
above = three column shifts left. units in an affected Losing hex(s), the largest printed SP unit must
h. Attacking units conduct Flank Attack (12.6) = Two column shifts be assigned at least one Loss Point before the smaller unit is as-
right signed Loss Points.
i. Attacker has an Auftragstaktik Event Chit played = two column
EXAMPLE: A “D2” result against a Defending Hex containing two
shifts right
units could be applied in some of the following ways:
j. Attacker has a Furia Francese Event Chit played = one column
• Retreat both defending units two hexes each
shift right
• Retreat both defending units one hex each and apply 1 Morale
k. Attacker has a Battlefield Conditions Event Chit played = two
Hit on the larger SP unit
column shift right
• Retreat both defending units one hex each and apply 1 Casualty
l. If any Lead Assault Hex unit has a higher TCR than the best
Hit on the larger SP unit
Defending unit = one column shift right
• Apply one Morale Hit on the largest SP unit and one Casualty
m. If any Defending unit has a higher TCR than the best Lead
Hit on the other unit (and both units remain in the hex)
Assault Hex unit = one column shift left
n. Any defending infantry or artillery unit in Entrenchments = two There are even more possible combinations. Also note that one
column shifts left Loss Point applied for a Retreat effect applies to all losing units
retreating one hex each.
o. Any defending infantry or artillery unit in Hasty Works hex =
one column shift left 12.7.2 Special Results: Some results require a special procedure
p. Any defending infantry unit in Town terrain hex = three column to be followed:
shifts left a. x* = If the result is asterisked (*), the Losing unit must take at
q. Any defending infantry unit in Farm or Quarry terrain hex = least one Casualty Hit as part of the Loss Point application.
two column shifts left b. x (x) = The first listed letter (A or D) is the Losing unit of
r. Any defending infantry unit in Forest terrain hex = one column the combat. The Losing side applies the Loss Point normally.
shift left However, if the Losing unit does not choose a Retreat option,
s. Any defending unit in River Bridge terrain hex = two columns then the Winning side must also apply one Loss Point normally.
shift left Note: This result simulates a tenacious unit standing its ground
Note: In the case of multiple terrain types in the defending hex, use and thus, by doing so, turns the tide on the enemy unit.
only the single most beneficial shift to the defending unit.
12.7.3 Tough Fight: All units in the Lead Assault Hex and the
t. Defending unit has a Battlefield Conditions Event Chit played Defending Hex (only) take a Special Cohesion Test. Each player
= two column shift left rolls 1d10 and compares the result to the highest modified TCR
12.6 Flank Attack unit for his side. Artillery units (only) reduce their TCR by half for
If any two Assaulting hexes (Lead Assault Hex and/or Support purposes of this test (only).
Assault Hexes) are not adjacent to each other, or—if there are three • If the die roll result is less than or equal to the highest modified

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At Any Cost: Metz 19
TCR, that side Passes. The largest SP enemy unit in the Lead 12.10 HQs and Assault Combat
Assault Hex or Defending Hex must then take a Casualty Hit An HQ stacked with another friendly unit does not take part in
(owning player’s choice of unit if tied). Assault Combat. The HQ may Retreat and Breakthrough with
• If the die roll result is greater than the highest modified TCR, that that unit, but it cannot take Morale or Casualty Hits. Should a lone
side Fails. Each unit in that side’s Lead Assault Hex or Defending HQ find itself adjacent to an enemy Combat unit at the end of the
Hex must each apply a Morale Hit on itself. There is no limit to enemy unit’s movement, the HQ is Overrun. Simply pick up the
how many total Morale Hits can be inflicted on a given side in HQ counter and stack it with the nearest friendly unit. An HQ so
this manner. displaced has a “0” Command Rating for the remainder of this turn
• Some extreme results on the table are not automatically “Tough (place an “HQ Overrun” marker on the unit as a reminder). The
Fight” results. These split results require another die roll and the HQ returns to normal at the end of the turn. Remove the marker
die roll result as indicated determines if the Assault Combat result during the Housekeeping Step.
is actually a “Tough Fight” or the other indicated result instead.
The above effects are cumulative. There is no Retreat conducted 13.0 RALLY
nor is any Breakthrough Movement (12.9) allowed by either side
13.1 Rally Procedure
(even if all units of one side are eliminated).
During the Rally Step, the active player may perform Recovery
and Rebuilding actions if the active formation is under a Defensive
12.8 Retreats
Posture. Recovery Actions are conducted first and then Rebuilding
Retreats are conducted in number of hexes—not Movement Points.
attempts.
The terrain MP cost of hexes retreated through is ignored but cannot
be an impassable hex. Retreats are conducted by the owning player
13.2 Recovery
and follow this order of priority:
The Recovery action represents officers attempting to get their
a. The unit must increase the distance between itself and the units back into fighting shape and reorganized. In game terms,
victorious enemy unit(s) (during Assault Combat) or the nearest this entails a unit reducing its Morale Hits and/or Ammo Problem
enemy unit (in all other cases). results by removing and/or flipping “Shaken”, “Disrupted”, “Low
b. The unit should avoid moving through a hex containing another Ammo” and “Rationed Ammo” markers.
friendly unit that would cause over-stacking, if at all possible. If
it cannot avoid such a hex, it must continue to Retreat through 13.2.1 Eligible Units: An eligible unit is a unit belonging to the
and past that over-stacked hex and end its Retreat in the next active HQ’s formation, within the current Command Range of its
available legal hex. HQ and not adjacent to an enemy Combat unit. An Overrun HQ
can only remove/flip markers from units stacked with it. Multiple
c. The unit must move closer to its HQ, if at all possible.
removals/flips can be made on the same unit.
If the Retreat move forces the unit to move off the map or move
13.2.2 Recovery Actions: A Recovery Action is one of the fol-
through an enemy-occupied hex, it is immediately Broken (10.2),
lowing:
regardless of its actual current condition.
a. Removing a “Shaken” marker.
Note: Remember that if the Retreating unit moves adjacent to any b. Flipping a “Disrupted” marker over to its “Shaken” side.
enemy unit(s), that enemy unit(s) may issue Defensive Fire (11.4).
c. Removing a “Low Ammo” marker.
12.9 Breakthrough Movement d. Flipping a “Rationed Ammo” marker over to its “Low Ammo”
Only Assaulting units can conduct Breakthrough Movement. If side.
the Defending unit(s) in an Assault Combat vacates the hex for Each such adjustment is one Recovery action and more than one
any reason, one or more attacking units (up to the stacking limit Recovery action can be conducted on the same unit (if enough
and from either type of Assaulting Hex) that are not Shaken or remain available—see below).
Disrupted may advance into the vacated Defending Hex. Infantry
and non-Charging Cavalry units can only advance into the vacated 13.2.3 French Artillery: French “Division” and “Horse” Artillery
hex itself. Charging Cavalry units must enter the vacated hex and units can only have their “Ammo Problems” markers reduced
then may advance one hex further into an adjacent vacant hex through Recovery if they are stacked with their respective HQ.
(regardless of MP cost). But the new hex must maintain or reduce French “Corps” Artillery units may not have their “Ammo Prob-
the distance to a Losing enemy unit or, if that unit was Broken in lems” markers reduced through Recovery during any “Battle”
the Assault Combat, to the nearest enemy unit. Units conducting scenario (they may have them Recovered during some Overnight
Breakthrough Movement are not subject to Defensive Fire (11.4). Game Turns while playing a “Campaign” scenario only—18.6).
Note: Remember that Charging Cavalry is only given their Charge
13.3 Rebuilding
Disorganization Morale Hit (11.6.2) at the conclusion of its Break-
The Rebuilding action represents the rallying and reforming of
through Movement.
units that have morally and/or physically collapsed and become
totally ineffective. In game terms, this is represented by allowing
players the chance to bring back Broken units from the “Available

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20 At Any Cost: Metz
for Rebuild” Box. Players may attempt to bring back into play any 14.3 Out of Command Results
type of unit (except Infantry Detachments—10.2 and 17.0) from the On the back of each of the thirteen OOC markers is a result which
“Available for Rebuild” Box as long as the eligible unit belongs to represents the initiative taken by the local officers, absent any direct
the active HQ’s formation and the HQ doing the Rebuild attempt orders from higher up in the chain of command. Each of these is
is not adjacent to an enemy Combat unit. implemented for all OOC units in that hex as follows:
A separate Rebuild attempt may be made for each eligible unit in
the “Available for Rebuild” Box. The owning player attempts to a. Withdraw (one marker): Apply one of two
Rebuild eligible units by rolling 1d10 for each such unit. If the die possible results:
roll result is less than or equal to the Rebuilding unit’s Battleworn • If there is an enemy unit within four hexes of the
TCR, the Broken unit may be placed back on the map on its BW OOC unit (no LOS is required): The OOC unit may not conduct
side. The Rebuilt unit is stacked with, or placed adjacent to, its any combat and must move two hexes directly away from the
corresponding HQ, but not adjacent to an enemy Combat unit or nearest enemy unit (measured in number of hexes, ignoring
over-stacked. If there are no eligible hexes to place a Rebuilt unit, terrain MP costs) and two hexes closer to its HQ. This can be to
no Rebuild attempt can be made. If the roll is greater than the Bat- any hex as long as each newly-entered hex meets both criteria. If
tleworn TCR, the unit attempting the Rebuild must remain in the that’s not possible, then the hex must at least be one hex further
“Available for Rebuild” Box. Only one Rebuild attempt die roll away from the nearest enemy unit. If there is more than one
may be made per unit with each activation. “nearest enemy unit”, the enemy (non-moving) player chooses
which enemy unit to use. If no hex can be entered without over-
13.4 Number of Allowed Rally Actions stacking, the withdrawing unit must move one additional hex
The active player may only conduct a number of Rally actions until it reaches a legal hex. The unit may not Engage and no
(Recovery and/or Rebuilding actions) on eligible units up to the other activities can be conducted.
value of the Command Rating of the active HQ. In the case of • If there is no enemy unit within four hexes of the OOC unit:
Rebuilding actions, each roll of the die is an action, whether it is Apply this marker as a “Frozen” chit (see below).
successful or not.
b. Frozen (three markers): The unit may not conduct
EXAMPLE: If Canrobert’s French VI Corps HQ is on its “D” any activities.
Posture side and is conducting Rally actions, it could perform the
c. Cautious (four markers):
following combination of actions on eligible units:
• An infantry unit may issue Fire Combat with half
1) Remove a “Rationed Ammo” marker from one unit(using two its normal SPs and may then move normally up to
Recovery actions) and flip a “Disrupted” marker to “Shaken” on half its normal Movement Allowance, but may not
another unit (for the third Recovery action)if both are within the Engage.
HQ’s “3” Command Rating range;
• An artillery unit may either issue Fire Combat with half its normal
2) Remove a “Shaken” marker from a unit within the Command SPs or move with up to half its normal Movement Allowance
Range of the HQ (one Recovery action) and then attempt to Rebuild (not both) and may not Engage.
two units from the Available to Rebuild box (two Rebuild actions). • A cavalry unit may move normally up to half its  Movement
Allowance and may even conduct an eligible Cavalry Charge
and Assault Combat.
14.0 OUT OF COMMAND STEP Roadbound: Any units that stay on a Road (starting, moving
14.1 Out of Command (OOC) Units along and ending their turn only on Road hexes) may opt instead
Units with an “Out of Command” marker are treated to move their full Movement Allowance but reduced by 1 MP
essentially as if they are in an Out of Command Pos- (minimum 1 MP) and may even use the Road March Column
ture. This means that these units ignore the regular rate on Major Roads. However, no other activities other than
activation procedures for In Command units and will movement along a Road are allowed if this option is chosen.
instead operate after all In Command units have activated. During
the activation of In Command units, OOC units can do nothing. d. Maneuver (four markers): The unit may only
move normally up to its full Movement Allowance
14.2 Out of Command Procedures but may not Engage. It may use the Road March
After all In Command units have completed their Fire Combat, Column rate on Major Roads. No other activities
Movement, Assault Combat and Rally Steps, the player will then can be conducted.
determine what each of his OOC units can do this phase. In any order e. Advance (one marker): Apply one of two possible results:
desired, he flips the OOC marker over to see what instructions are • If there is an enemy unit within four hexes of the
on the marker. These instructions are then implemented by the active OOC unit (no LOS is required):
player on a hex-by-hex basis, with all units in the OOC hex affected ◊ An Infantry unit must issue Fire Combat (if
accordingly. Resolve each hex’s activities and then do the same for eligible) at the nearest enemy unit. If there is
each remaining OOC hex (however, see Roadbound Units Excep- more than one “nearest enemy unit”, the enemy (non-moving)
tion - 7.5). After resolving all the OOC units return to the Chit Draw player chooses which enemy unit to affect. The infantry unit
Phase or, if no chits are in the cup, proceed to the End Turn Phase. must then move as close as possible to that same enemy unit
© 2017 GMT Games, LLC
At Any Cost: Metz 21
(using normal movement procedures) and attempt to engage
it in Assault Combat (if eligible).
16.0 EARTHWORKS
◊ A Cavalry unit must attempt to Charge the nearest enemy unit 16.1 Types of Earthworks
if eligible and if not, must move (using normal movement There are two types of Earthworks represented in the game:
procedures) and attempt to engage that same enemy unit in • Hasty Works (16.2)
Assault Combat. If there is more than one “nearest enemy • Entrenchments (16.3)
unit”, the enemy (non-moving) player chooses which enemy
unit to affect. Otherwise, it must move as close as possible to 16.2 Hasty Works
that nearest enemy. These are ad hoc structures and barriers which can
◊ An Artillery unit may not move and must issue Fire Combat be constructed during any scenario.
at nearest eligible enemy unit. All units in a hex with a “Hasty Works” marker receive a one col-
• If there is no enemy unit within four hexes of the OOC unit: umn shift left when a target of Fire Combat or when defending in
Apply this marker as a “Cautious” chit (see above). Assault Combat and increase their TCRs by one for all cases. An
active infantry unit (only) may attempt to build a “Hasty Works”
Note: OOC units can never Rally or Build Earthworks.
marker in the hex it occupies if it meets the following conditions:
• It must be in a formation with a Defensive Posture.
15.0 THE END TURN PHASE • It did not issue Fire Combat during the preceding Fire Combat Step.
After the last chit from the cup has been drawn, both players check • It did not conduct Movement during the preceding Movement
to see if there are any held Unique Events that they wish to play Step.
(Prussian first) and if so, they do so. Then proceed to the End Turn • It did not participate in any Assault Combat during the preceding
Phase. Assault Combat Step.
• It did not participate in a Recovery or Rebuilding action during
15.1 Resolve French Command Events the current Rally Step.
The French player consults the French Command Events Tracks for
this scenario (if any) and resolves any outstanding issues resulting If the unit meets all requirements, the owning player rolls 1d10
from Command Event Chits being played there. Immediately apply at the end of the Rally Step and compares the die roll result to
any results stemming from this resolution. the unit’s TCR. Reduce the die roll result by one if the unit is in
or adjacent to a Forest, Forested Stream, Forested Ravine, Farm,
15.2 Resolve Prussian Command Events Quarry or Town hex.
The Prussian player consults the Prussian Command Events Tracks If the roll is less than or equal to the TCR, the player places a
for this scenario (if any) and resolves any outstanding issues result- “Hasty Works” marker in the hex. If the die roll result is greater
ing from Command Event Chits being played there. Immediately than the modified TCR, the unit does not succeed and may not
apply any results stemming from this resolution. place a marker.
15.3 Victory Determination Step 16.3 Entrenchments
Players determine if either side has achieved an Automatic Victory These are more complex structures and represent dug-
per the conditions for the scenario being played. If no Automatic in positions. They can only be built during Evening
Victory is achieved, play continues to the next Game Turn unless and/or Deep Night Game Turns (18.0) of the “Cam-
this is the final Game Turn of the scenario. If so, players determine paign” scenarios.
the results of the game (19.0).
All units in a hex with an “Entrenchment” marker receive a two
column shift left when a target of Fire Combat or when defending
15.4 Housekeeping
in Assault Combat and increase their TCRs by two for all cases.
All Activation and Event Chits are returned to the
owning player (this includes unused Event Chits and An existing “Hasty Works” marker may be improved to an “En-
all those that were placed on a track as a Command trenchments” marker by following the same procedure as for
Event). Remove all markers that are no longer needed. building the Hasty Works (above), except that this can only be
Move any units currently in the “Eliminated Units” Box to the attempted during an Evening or Deep Night Game Turn (18.0). A
“Available to Rebuild” Box. Then advance the “Game Turn” mark- unit may not build a Hasty Work and improve it to an Entrenchment
er one space. in the same Phase.

16.4 Earthworks Duration


16.4.1 “Hasty Works” markers remain in the hex in which they
are built until the moment an enemy Combat unit enters that hex.
As soon as an enemy unit enters such a hex, remove the marker
and place it back in the available pool of markers.
16.4.2 “Entrenchment” markers remain in the hex in which they

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22 At Any Cost: Metz
are built and cannot be destroyed. They are used by any occupying was previously used to create these units (though not necessarily
unit, regardless of which side built the marker originally. the exact same ones which are now recombining).
b. The new unit may not have an SP total greater than the sum of
16.5 French VI Corps Restrictions the recombining Infantry Detachments. This will affect the side
Units of Canrobert’s VI Corps have their TCRs tem- on which the new units will be deployed (Fresh or Battleworn).
porarily reduced by two when attempting to build
c. If any of the Infantry Detachments have a Morale Hit and/or
Hasty Works (only). In addition, units from this for-
Ammo Problems marker, then the new brigade must also have
mation can never build Entrenchments.
those same markers. If more than one marker of any type is
HISTORICAL NOTE: All the VI Corp’s entrenching equipment present, then apply only the worst one (for example, if both a
was left behind at Chalons during their rather hurried deployment “Shaken” and a “Disrupted” marker is present; the new unit is
to the front. given the “Disrupted” marker).
When recombined, remove the Infantry Detachments from the
17.0 UNIT BREAKDOWN map and place the new brigade in that hex. The new unit may then
conduct normal movement during this step.
Each Corps formation can break down its infantry brigades into
smaller Infantry Detachments. Infantry Detachments are identified
by their letter code and Corps affiliation and may only be used
by units of that same Corps. If a player wishes to break down a
18.0 OVERNIGHT GAME TURNS
During the two “Campaign” scenarios, gameplay can continue
unit, he is restricted to the number and denomination of Infantry
throughout the night time hours and then into the next day. There
Detachments available for that particular Corps. Note that you
are four different types of Overnight Game Turns and each has
can use either side of the Detachment counter to get the number
special rules that pertain to play.
of SPs you need as the Detachment counters only have BW sides.
Note also that the Prussian player has more Breakdown options (as 18.1 Dusk
more Infantry Detachments are available to use). Unit Breakdown Dusk occurs during the 9:00 pm Game Turn. Line of Sight is re-
occurs at the start of a unit’s Movement Step (before any movement duced to a maximum of one hex (i.e., to an adjacent hex). Units not
occurs) but does not cost any additional MPs (11.0). using Road movement must double the regular Terrain Movement
Cost (11.2) of other hexes moved through. Units moving along Road
17.1 Infantry Detachment Breakdowns hexes apply regular Road Movement costs (including allowing the
Each player may break down any non-Shaken,
use of Road March Column if otherwise eligible). All units’ TCR’s
non-Disrupted Fresh infantry brigade (termed the
are reduced by one.
“parent” unit) into smaller Infantry Detachments be-
fore it conducts any movement during the Movement 18.2 Evening
Step. The size and/or number of Infantry Detachments are limited Evening occurs during the 10:00 pm – 12:00 am Game
by the current SPs of the parent unit and by the counter mix for the Turn. No Event or Fortunes of War Chits are used—
parent unit’s Corps. The player may not exceed the parent unit’s place only Activation and CIC Chits into the draw cup.
starting SP total, but he may break down into any number of In- No Engagement, Combat or Rally is allowed—units
fantry Detachments that total within that SP limit. Remove the may only move or build Earthworks. Units not using Road Move-
parent unit from the game and replace it with the requisite number ment must double the normal Terrain Movement Costs (11.2) of
of Infantry Detachments. These new Infantry Detachments must any non-Road hexes entered. Units may attempt to build Hasty
meet normal Stacking Limits and may then conduct regular move- Works or Entrenchments (16.0). Any formation may enter Bivouac
ment this step. A player may even break down more than one (18.6) and conduct eligible Bivouac activities. Units that do any
parent unit if there are enough Infantry Detachment counters movement at all or attempt Entrenchment are each given a Morale
available. Hit (applied normally) at the end of their move or Entrenching
attempt. At the conclusion of the turn, move the “Campaign Day”
17.2 Parent Unit Markers marker up to the next Campaign Day box. Parent units that were
If the parent unit has a “Low Ammo” or “Rationed Ammo” marker,
removed due to breaking down into Infantry Detachments may be
each Infantry Detachment generated from that parent unit also gets
placed into the Available for Rebuilding Box on their Battleworn
an identical marker.
side at the start of the Game Turn if the player first removes those
Remember: A parent unit may not be Shaken or Disrupted when it component Infantry Detachment units from the map (if any remain
elects to Breakdown nor may it be on its Battleworn side. on the map) that could have been created by this parent unit.

17.3 Recombining Infantry Detachments 18.3 Deep Night


Infantry Detachments from the same Corps that are stacked together Deep Night occurs during the 1:00 am – 3:00 am Game Turn. No
at the start of the active player’s Movement Step may be recombined Event or Fortunes of War chits are used—place only Activation and
back into a brigade-sized unit, within the following constraints: CIC Chits into the draw cup. No Engagement, Combat or Rally is
a. The new recombined brigade must be from the same Corps as allowed—units may only move or build Earthworks. Units not using
the Infantry Detachments and must have been a parent unit that Road Movement must double the normal Terrain Movement Costs

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At Any Cost: Metz 23
(11.2) of any non-Road hexes entered. Units may attempt to build and by so doing attempting to improve their condition should they
Hasty Works or Entrenchments (16.0). Any formation may enter have any Morale Hits, Ammo Problems, Leader Casualty markers
Bivouac (18.6) and conduct eligible Bivouac activities. Units that and/or be Battleworn. In order to be considered in Bivouac status,
do not enter Bivouac during the Deep Night turn are each given a a formation must be placed under Defensive Posture.
Morale Hit (applied normally) at the end of their activation (even
if they don’t do anything else). Parent units that were removed due If a formation is placed in Bivouac, turn the HQ unit sideways as
to breaking down into Infantry Detachments may be placed into a reminder. Every unit of the formation that did not conduct any
the Available for Rebuilding Box on their Battleworn side at the movement or attempt to build Earthworks this phase may then
start of the Game Turn if the player first removes those component conduct Revive, Muster, Supply and Leader Recovery activities
Infantry Detachments from the map (if any remain on the map) that during the Rally Step. In each case, the owning player rolls 1d10
could have been created by this parent unit. and compares it to the modified TCR of the unit in Bivouac. Apply
the following modifiers to this die result:
18.4 Dawn • Add one to the die roll result if the unit is not within Command
Dawn occurs during the 4:00 am Game Turn. Line of Sight is Range of its HQ or its HQ has no LOC at all (18.5).
reduced to a maximum of one hex (i.e., to an adjacent hex). Units • Add one to the die roll result if the unit is three or fewer hexes
not using Road hex movement must double the regular Terrain from an enemy Combat unit (yes, it may be adjacent to an enemy
Movement Cost (11.2) of other hexes moved through. Units moving unit).
along Road hexes apply regular Road Movement cost. All units’ • Subtract one from the die roll result if the unit is within Command
TCR’s are reduced by one. French HQs must be re-activated for Range of its HQ that has a Normal LOC.
the new day per the scenario instructions.
• Subtract two from the die roll result if within Command Range
of its HQ that has a Short LOC.
18.5 Lines of Communication
During the Overnight turns, it may be necessary to determine the If the net die roll result is less than the TCR of the unit, the unit will
status of a unit’s strategic Line of Communications (LOC) if it Pass. If the net die roll result is the same as the TCR, it is Equal.
enters Bivouac status (18.6). This is a measure of the formation’s If the net die roll result is greater than the TCR, the unit will Fail.
accessibility to its army’s supply line, flow of replacements and
a. Revive: Shaken and Disrupted units may roll 1d10 to attempt to
other logistical support. Determination of the LOC is different for
remove or downgrade the marker. Compare the net die roll result
each side.
to the unit’s modified TCR and apply as follows:
a. Prussian: An HQ that can trace its Command Range to any Road
• Pass = Rested: Remove the marker (of either type) from the unit.
hex, which then leads any distance to an eligible map edge hex, has
a viable LOC. This path cannot be traced through, or adjacent to, • Equal = Upgrade: A “Shaken” marker is removed; a “Disrupted”
an enemy Combat unit. The grade of the LOC depends on which marker is flipped to “Shaken”.
the map edge Road hex is used, as follows: • Fail = Unchanged: The unit keeps its current marker.
• Short LOC = South to Gorze (#2529/2729) or the Moselle Note: This procedure is different than the normal Rally action that
Crossings (#3729). can be conducted during daylight turns.
• Normal LOC = South to Buxieres (#1429). b. Muster: Battleworn units may now roll 1d10 to attempt to flip
• Extended LOC = West edge (#0125) or Southwest edge (#0128). to their Fresh sides (even if they already rolled to Revive). Com-
b. French: An HQ that can trace its Command Range to any Major pare the net die roll result to the unit’s modified TCR and apply
Road hex (only), which then leads any distance via Major Road as follows:
hexes (only) to an eligible map edge hex, has a viable LOC. This • Pass = Refit: Flip the unit to its Fresh side. If this causes an
path cannot be traced through, or adjacent to, an enemy Combat over-stacked hex situation, the flipped unit must be immediately
unit. The grade of the LOC depends on the total distance traced to displaced to an adjacent, eligible hex that is no closer to an enemy
either “To Metz” hex, #5210 or #5216 , as follows: Combat unit.
• Short LOC = from hexrow #3300 or greater. • Equal = Unchanged: The unit remains BW.
• Normal LOC = from between hexrow #3200 and hex row #1700 • Fail = Broken: The unit is removed from play and placed in the
(inclusive). Eliminated Units Box (10.2).
• Extended LOC = from hexrow #1600 or less. c. Supply: Units with an Ammo Problems marker may roll 1d10 to
The grade of the LOC (if any) has a modifying effect when rolling attempt to remove or downgrade the marker (even if they already
for Bivouac activities (see below). rolled to Revive and/or Muster). Compare the net die roll result
to the unit’s modified TCR and apply as follows:
18.6 Bivouac • Pass = Rearm: Remove the marker (of either type) from the unit.
During the Evening and Deep Night Game Turns (only), players • Equal = Upgrade: A “Low Ammo” marker is removed; a
may place an activated formation into Bivouac status (even if some “Rationed Ammo” marker is flipped to “Low Ammo”.
of its units moved or attempted to build Earthworks). Bivouac status
represents a special night time Rally—the units are setting up camp • Fail = Unchanged: The unit keeps its current marker.

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24 At Any Cost: Metz
Attempting to Supply is the only time that French Corps Artillery
units may remove or alter such an “Ammo Problems” marker COMPREHENSIVE
(13.2.3).
EXAMPLE OF PLAY
d. Leader Recovery: If the HQ is carrying a “Leader Casualty”
marker, the marker may be removed by rolling one die and achiev-
ing a die roll result of 1–5.
Note: Units may roll on each section of the table in the same turn
as long as they are otherwise qualified. Also note that a unit can
be in Bivouac in two consecutive turns, once during Evening and
once again during Deep Night.
EXAMPLE: A Shaken BW unit with a “Rationed Ammo” marker
may first make a Revive roll to remove the “Shaken” marker, then
a Muster roll to flip to its FR side and then finally a Supply roll to
remove the “Rationed Ammo” marker. All results are cumulative.
e. Leaving Bivouac: Units must leave Bivouac status at the start of
the Dawn Game Turn. Prussian units may then function normally
and French units are subject to the French Morning Deployment
procedure for the scenario. Starting Positions.
f. Ineligible Units: Units of the Bivouaced formation that moved or The French player (Pierre) has successfully captured the key town
attempted to build Earthworks may not make any Bivouac die rolls. of Flavigny with elements of his II Corps. Pierre has Verge’s entire
Division in the vicinity (two infantry brigades and its artillery/
Mitrailleuse batteries), supported by the Battleworn II Corps
19.0 VICTORY DETERMINATION Artillery, the 1st Medium Cavalry brigade of the 3rd Reserve
Each of the game’s scenarios has its own Victory Conditions as Cavalry Division and a rather brave, isolated brigade of Guard
detailed in that section (20.0). Voltigeurs (2/Del/IG) from the Imperial Guard Corps. These units
are trying desperately to hold on to Flavigny as the Prussian play-
19.1 Small Battles er (Wilhelm) plans his counter-attack. Wilhlem has assembled a
The “Small Battle” scenarios have simple Town-hex occupation respectable force, drawing available units from Alvensleben’s III
conditions. The side which controls the most eligible Town hexes Corps, along with the 15th Light Cavalry Brigade from the 6th
will win the game. Cavalry Division to help out and a brigade from X Corps.

19.2 Regular Battles During the Planning Phase, Wilhelm elects to place a Krupp’s Guns
The “Battle” scenarios will list each side’s Automatic Victory Event chit into the cup as his Planned Event and Pierre places his
Condition, which if achieved by that side ends the game during the Battlefield Conditions chit as his Planned Event. They both then
subsequent End Turn Phase in a victory for the side fulfilling the mix up the remaining Event chits and place the appropriate number
condition. If an Automatic Victory is not achieved, both sides will into the draw cup. Added to this is the Fortunes of War chit, the
have Mandatory Conditions that must be met to have a chance to Prussian CIC chit (the French CIC chit did not make it into the cup
win the scenario. These are locations that must be controlled by that this turn) and the necessary Activation Chits for all the formations
side, regardless of other circumstances (other than an Automatic on the entire map.
Victory). Control of hexes is determined by the nationality of the The first chit drawn is a Beaten Zone Event chit and
last unit to enter the hex or hexes in question (use the appropriate Pierre decides to hold it, anticipating an attack on
“Control” markers provided to help note ownership when unclear). Flavigny later in the turn. The next chit drawn is the
If the Mandatory Conditions are not met, that side cannot win the Prussian X Corps Activation chit and Wilhelm con-
game. If they are met, then proceed to the Victory Determination ducts his actions with units of that corps elsewhere on the map.
Conditions. The Victory Determination Conditions is a list of hexes The 39/KrKo/X brigade is part of X Corps but is currently Out of
that can be controlled by either side. The side controlling the greater Command. Pierre draws an OOC marker and places it on the bri-
number of those hexes wins the game (note that there cannot be a gade’s hex facedown. At the end of the activation of In Command
tie because of the odd number of eligible hexes). X Corps units, Wilhelm turns over the OOC marker and sees that
it says “Cautious”. This allows half movement for the unit and he
19.3 Campaigns decides to break down the brigade into two smaller Infantry De-
The “Campaign” scenarios determine their winner by how many
tachments in order to infiltrate the gap in the French lines. He re-
Victory Points the French player (only) can score over the course of
moves the 39/KrKo/X unit from the map and places it aside, re-
the campaign days. Both sides also have an Automatic Loss condi-
placing it with two X Corps Infantry Detachment units—the 4-5
tion which, if reached, will lose the game for that side immediately.
side of the “B” unit and the 2-5 side of the “A” unit. Both units can
then move, but only up to 2 MPs due to the OOC marker. The “B”

© 2017 GMT Games, LLC


At Any Cost: Metz 25
unit moves into Stream hex #1926 and the “A” unit moves into
Stream hex #1826 (thus using up all of their movement). This
finishes the activation of X Corps.
The Prussian Command Initiative Event chit is next out
of the cup and Wilhelm decides to use it as a Command
Event and places the chit on the Prussian Reinforce-
ments Track on the scenario card.
The next chit out is the French VI Corps Activation
chit and Pierre conducts his actions for that corps
elsewhere on the map.

The next chit drawn is another Beaten Zone chit and


this time Pierre decides to use the chit immediately to
issue Fire Combat with his Verge-Mit Mitrailleuse
unit at the Prussian 9/Stulp/III infantry unit in hex Situation after 39/KrKo/X Brigade broke into detachments, and the
#2227. He places the Beaten Zone chit aside and out of the game Verge Artillery affected by “Wayward French Unit”.
for this turn and immediately calculates his fire. The range to the
Prussian unit is three hexes and thus at Extended Range. This halves Note that the French player does still have time to put more Com-
the Mitrailleuse’s strength to 2 SP and Pierre starts his fire calcu- mand Event chits onto the Bazaine’s Leadership Track (should any
lation on the “2” column of the Fire Combat Table. Checking for more French Event chits get pulled from the cup) before the II
applicable column shifts, he sees that the only one that applies is Corps Activation Chit gets pulled.
the “1Æ” for a Mitrailleuse firing and thus the fire will be resolved Another chit is drawn and it is the Prussian 6th Cav-
on the “3” column of the FCRT. Note that the LOS is clear as the alry Division Activation chit and thus all 6th Cavalry
firing unit is at Level 1 and the target is at Level 3 with no inter- Division units are active. The 6th Cavalry Division
vening terrain that would block or obscure the LOS. Pierre rolls HQ unit is placed on its Aggressive side but is far to
two dice and consults only his red-colored die for the result. He the west (off the example map) and thus the 15th Light Cavalry on
rolls a “7”, which is an “MT” result. This means that the Prussian our map is given an “Out of Command” marker. After the In Com-
unit must take a Morale Test and the players immediately check mand units perform their actions elsewhere, the OOC marker is
the simultaneously-rolled white-colored die’s result. That die shows flipped over and yields an “Advance” result. Since there are enemy
a “5”, which means the unit passes (since the 9/Stulp/III unit’s units within 4 hexes of the cavalry unit, it must conduct a charge
TCR is “8”) and there is no further effect of the fire. Note that the against the nearest enemy unit. There are two qualified hexes, each
HQ is unaffected. at a distance of three hexes away, and in this case Pierre gets to
The French Inspirational Leadership Event chit comes select the hex that will be charged. He decides on 2/Del/IG as the
out of the cup next and Pierre decides to use it as a target since he wants to make sure nothing threatens his position
Command Event on the Bazaine’s Leadership Track, around Flavigny. Note also that the Prussian cavalry could not
trying to make sure that if the Prussians get their Ba- charge the infantry in Flavigny as it may not charge into a Town
zaine’s Malaise Event chit this turn he has at least a chance of hex. Wilhelm therefore must announce a Cavalry Charge, rolls a
cancelling it. Since there is no chit on that track yet, he places it in “4” on the die (compared to the cavalry’s TCR of “7”) and thus
the first box of the track. succeeds in getting the cavalry to charge and places a “Cavalry
Charge” marker on the unit (note that if he had failed the charge
Next, the Prussian Battlefield Conditions Event chit test, he would still have to move the cavalry adjacent to the enemy
is pulled and Wilhelm holds onto it. The Fortunes of unit and conduct a non-Charge Assault Combat) and moves the
War chit is drawn next and Pierre rolls a die to see the 15/6 cavalry into hex #2525. Pierre has the Beaten Zone chit in-hand
event’s effect. He rolls a “1”, which is Wayward French and could use it now but decides not to. The Prussian troopers
Unit. Looking over the map, Wilhelm can move any French unit one continue on to hex #2524 where they must stop as the 2/Del/IG
hex in any legal direction. He decides to move the Verge artillery unit can now issue Defensive Fire. But before Pierre does that,
unit out of Flavigny (along with its Mitrailleuse counter, since they Wilhelm grabs his Battlefield Conditions chit and places it on the
are treated as one unit) and into hex #2124 (thus getting it out of the map next to the combat and thus Pierre must apply a “Å2” shift to
town, into a stream and with a potentially obscured LOS). his unit’s Defensive Fire (this simulates possibly the French Guards-
The next chit pulled is indeed the Bazaine’s Malaise men not spotting the charging cavalry until the last minute due to
Prussian Event chit! Wilhelm can’t wait to drop this tactical folds in the ground, battlefield smoke, etc.). The range is
chit on the French II Corps HQ and freeze it this turn. one hex, which is Effective Range, and the French unit has 4 SP.
Wilhelm emits an evil laugh and places the chit direct- He starts his fire on the “4” column of the FCRT and applies the
ly onto the II Corps HQ unit (Frossard). The Bazaine’s Malaise chit “1Æ” shift for French Infantry firing, the “3Æ” for firing at 50%+
remains on the HQ until the II Corps Activation Chit is drawn, at cavalry and “Å2” for the Battlefield Conditions chit. This nets
which point it will be determined whether it takes effect or not. out to a shift of “2Æ” and places the Defensive Fire on the “6-7”

© 2017 GMT Games, LLC


26 At Any Cost: Metz
column. Pierre grabs his dice and rolls a red “4” for an MT+1 result. this but then again, he is also thankful that he got at least one chit
Unfortunately for him, he also rolled a “4” on the white die, which onto the track. Pierre immediately gets to roll a die (since he has at
is not only a pass for the cavalry (“4” +1 = “5” and the cavalry’s least one Command Event chit on the relevant track) and a result of
TCR is “7”) but the two dice are “doubles”! So not only does he 1, 2 or 3 will cancel the Prussian Bazaine’s Malaise chit. He rolls a
do no damage to the charging cavalry but the 2/Del/IG also gets a “4” and screams “Merde!” Wilhelm almost yelps out loud with joy,
“Low Ammo” marker. The cavalry remains in the hex and is given but manages to control himself—the French II Corps has its entire
an “Assault” marker pointing at the French unit. activation cancelled and it can do nothing with its Activation chit.
Wilhelm proceeds with the resolution of Assault Combat. First, he The next chit is picked from the cup and it is the
must figure out the Combat Differential. The assaulting cavalry Prussian Krupp’s Guns Event chit. Wilhelm elects to
successfully charged, so its SP of “2” is increased by +1 (because use the chit for an immediate Fire Combat by one of
it is charging Light Cavalry) to “3”. The defending French infantry his artillery units. The Stulp/III divisional artillery
has a SP of “4”, so the Combat Differential is “–1” (3 – 4 = –1). The unit in hex #2027 has its Line of Sight to Flavigny blocked by the
French Guardsmen have a TCR of “8” compared to the “7” of the higher terrain level in hex #2127, so he doesn’t want to choose that
Prussian cavalry, so the defender has a better TCR and thus a “Å1” unit. Instead, he chooses the Corps/III unit with which to fire.
column shift applies. The combat is therefore resolved on the “–2” Wilhelm selects the French 1/Verge/II infantry unit in Flavigny as
column of the ACRT. Wilhelm rolls one die (not two dice when its target, hoping to “loosen the enemy up” a bit for the attack. The
resolving Assault Combat) and rolls a “9”, which results in a “D2”. range is three hexes and therefore within the artillery’s Effective
Range. It will thus fire with 7 SPs (putting it on the “6-7” column
The defending French unit loses and must apply two Loss Points. to start) and applies the following column shifts: “1Æ” for Prussian
Pierre decides to retreat the unit one hex (into hex #2522, which artillery firing; “1Æ” for Plunging Fire (shooting from Level 3 to
is also closer to its off-map HQ) and it also takes one Morale Hit, Level 1) and “Å3” for the target unit being in a Town hex, for a
placing a “Shaken” marker on the unit (he wants to hold that bridge net “Å1” shift on the table. The combat is therefore resolved on
the units is on). Note that Pierre could have opted to retreat the the “5” column. Wilhelm rolls two dice and the gray-colored die
unit two hexes or even had it take a Casualty Hit and a Morale Hit is an “8”. This is an MT+2 result and the players then check the
to remain in the hex. The victorious Prussian cavalry must now simultaneously-rolled white die. This die is a “0”, which is modi-
conduct Breakthrough movement (since it charged) and it moves fied to “12”. The TCR of the 1/Verge/II unit is only a “6” (and
into hex #2523. Wilhelm then decides to advance the cavalry into therefore the die roll exceeds the TCR by 6) and the French unit is
hex #2422 to block the road, which he may do because charging given a “Disrupted” Morale Hit marker (i.e., two Morale Hits). A
cavalry may Breakthrough one additional hex as long as it reduces devastating bombardment!
or maintain the distance to the defeated enemy unit (which it does).
Note also that the 2/Del/IG unit cannot issue Defensive Fire at The French Battlefield Conditions Event chit comes
the cavalry despite their moving adjacent to the infantry, as units out of the cup next and Pierre immediately decides to
conducting Breakthrough Movement are not subject to Defensive hold onto it as he anticipates a difficult fight at Flavi-
Fire. After the Breakthrough is finished, the 15/6 cavalry unit is gny.
given a “Shaken” marker because it conducted a Cavalry Charge.
This ends the 6th Cavalry Division’s activation. The next chit drawn is the Prussian III Corps Activation
chit—just what the Prussians needed! Wilhelm flips
the Alvenslaben III Corps HQ unit to its “A” (Aggres-
sive Posture) side and announces such to Pierre. He
then checks for which units are in command. With a Command
Range of “5”, all relevant units are In Command. He then conducts
his Fire Combat Step with all eligible III Corps units. Unfortunate-
ly, both Prussian infantry units are out of range of any French units
(their Extended Range is only two hexes). The Stulp/III division-
al artillery unit still has a blocked LOS to Flavigny and he does
not want to take a pot shot at the French Cavalry unit for fear of
rolling an Ammo Problems result. However, he does have an Ob-
scured LOS to the French Verge artillery unit in hex #2124 and
decides to take that shot (note that the LOS is not obscured by hex
#2127 but rather by firing over the enemy cavalry unit in hex #2125).
This is still in the Effective Range of the Prussian artillery so he
begins his shot on the “6-7” column of the FCRT, and then applies
Situation after the charge of the Prussian 15/6 Cavalry unit. the following column shifts: Prussian artillery firing is “1Æ”;
Plunging Fire is “1Æ”; Obscured LOS is “Å2”; Target is in a Stream
The chit then drawn is the awaited French II Corps hex is “1Æ”. The net column shift is therefore “1Æ” and brings the
Activation Chit. Pierre never got a chance to put an- fire to the “8-9”column. Unbelievably, Wilhelm rolls a “1” for no
other Command Event chit (or two) onto the Bazaine’s effect (and he glances at the white die, which reads “0”, and curs-
Leadership Track. He is obviously a bit disturbed by es his bad luck as that die will not be taken into account).
© 2017 GMT Games, LLC
At Any Cost: Metz 27
His other shot is a repeat of the Corps/III unit fire on the 1/Verge/ heading for #2325. But Pierre yells “hold it!” when the unit enters
II infantry unit in Flavigny. The situation is unchanged and on #2326 and produces his held Beaten Zone chit in order to issue
the “5” column Wilhelm rolls a “4”. This is an MT result and the Opportunity Fire at the moving Prussian unit from the 2/Verge/II
French unit in Flavigny must take a Morale Test. Its current TCR French infantry unit in hex #2324. A Fire Combat is resolved im-
is “4”—it’s printed value of “6” reduced by two for the “Disrupt- mediately with the French unit at a “4” SP as it is within Effective
ed” marker. Wilhelm checks the white die and it shows a result Range. There are no column shifts other than the “1Æ” for being
of “9”—which is 5 greater that the unit’s modified TCR and thus French infantry firing. Pierre rolls his dice on the “5” column and
results in two Morale Hits again! Since the French unit is already his red die reads “7”, which is an MT+2 result. To his ultimate joy,
Disrupted, it cannot apply the Morale Hit with another marker. It his white die reads “6”, which is modified to an “8”. This equals
must instead apply the excess Morale Hits as Casualty Hits. The the TCR of the Prussian unit and causes it to become Shaken. By
first Casualty Hit flips the 1/Verge/II over to its Battleworn side, doing so, the Prussians must halt their movement in hex #2326!
keeping the “Disrupted” marker. The second Casualty Hit then Pierre smiles broadly and then puts the Beaten Zone chit aside and
results in a Break Test (as the unit cannot take any more Morale out of play for the turn.
Hits or Casualty Hits). Pierre consults the Break Test Table and
rolls one die, comparing the result to the unit’s modified TCR. Wilhelm is thus finished with the Movement Step and now moves
The unit’s modified TCR is now only “2”—the printed value on to the Assault Combat Step and announces an Assault Combat with
its BW side (“4”) less 2 for the “Disrupted” marker. Pierre rolls a the 9/Stulp/III unit on the French cavalry unit. Pierre decides to
“2”, a very lucky result for sure! This is an Uneasy Pass result (the have the cavalry Abandon Position rather than fight and withdraws
die roll equals the modified TCR of the testing unit). This means it two hexes to hex #1924, where it can also help screen Vionville
that though the unit passes it test, it must still retreat two hexes from the advancing Prussian Infantry Detachments on the stream
because it is Disrupted. The units retreats to hex #2223 (fulfilling to the south. The Prussians opt not to Breakthrough, preferring to
the “move away from the enemy” and “toward its HQ” portion of stay put and use Flavigny as an obstruction to other potential French
the retreat priorities) and then continues to increase the distance fire. This ends the Assault Combat Step.
from the firing unit by then moving into hex #2222. There is no Rally Step (as the HQ is under Aggressive Posture) or
Pierre curses (again) as Flavigny is now there for the taking! Wil- Out of Command Step (all units were In Command) this phase.
helm places an “Artillery Fired” marker on the both Prussian artil- The next chit drawn is the Prussian CIC Chit and
lery units to remind him that he can’t move them in the upcoming Wilhelm can’t believe his good fortune. This allows
Movement Step. This completes the Fire Combat Step. The game him to choose one Prussian division to activate and he
now continues to the Movement Step and Wilhelm considers his selects Stulpnagel’s division with which to do so. This
options. Flavigny is indeed wide open, but just marching into the activates the 9/Stulp/III and 10/Stulp/III infantry units, along with
town will be entering a cauldron of enemy firepower. the Stulp/III artillery unit.
Wilhelm keeps the HQ unit under an Aggressive Posture as he wants
to remove the French force guarding the otherwise open Flavigny
hex. He opts not to fire with the artillery unit, as he wishes to move
it, and he also balks at firing with the 10/Stulp/III infantry unit as
he knows it will likely be ineffective and there is a risk of ammo
loss. He then only issues Fire Combat with the 9/Stulp/III unit at
the French units in hex #2324. The unit has an SP of “8”, which
is halved to “4” due to the Extended Range shot (two hexes). The
column shifts are: “Å2” for Obscured LOS (firing over the town)
and “1Æ” because the target hex is a Stream hex. Wilhelm rolls
his dice on the “3” column of the FCRT and rolls a “6”, which is
an MT result. The white die reads “4” and this means the 2/Verge/
II infantry unit passes with no effect (its TCR is “6”) but the worn
out Corps/II artillery unit gets a “Shaken” marker (because its
TCR is only “2”).
Wilhelm then cautiously moves the Shaken 10/Stulp/III infantry to
Situation after Prussian artillery fire. hex #2426 (for the protection of the surrounding ridges and a nice
position from which to rally next turn) and then moves the Stulp/
He decides to be somewhat cautious and moves the 9/Stulp/III
III artillery one hex to #2127 (for a better LOS all around). He
infantry unit to hex #2226 and then #2225. As soon as he moves
finally moves 9/Stulp/III into Flavigny itself (hex #2224). By doing
adjacent to the French cavalry unit, that cavalry has the option to
so, he is running a gauntlet of enemy fire but he does so anyway.
Opportunity Charge the Prussian infantry. Pierre announces he
He first gets Defensive Fire from the Verge/II artillery and its
will attempt that charge but he then rolls an “8”, which is greater
Mitrailleuse unit (which must fire separately). The artillery has an
than the “7” TCR of the 1Cav/3C unit and the charge attempt fails.
SP of “5”, which is increased to “7” for Canister Range. That puts
Wilhelm then moves the 10/Stulp/III infantry unit to hex #2326,
the shot on the “6-7” column, which is then shifted “Å3” because
© 2017 GMT Games, LLC
28 At Any Cost: Metz
the target is in a Town hex. Pierre rolls his dice on the “3” column Undaunted, Wilhelm nevertheless announces an Assault Combat
of the FCRT and rolls a “4”, which is an NE result and because against the French units in hex #2324 with the disrupted 9/Stulp/
he notices that the white die is also a “4”, he needs to also place a III unit. The Prussian unit attacks with “2” SP (printed SP less 2
“Low Ammo” marker on the artillery unit (note that this marker for being Disrupted) and the French defend with a total of “5” SP
will not affect the Mitrailleuse unit). The Mitrailleuse fires next (4 SP from the infantry plus only 1 SP from the artillery because
and starts on the “4” column, applying shift of “1Æ” because a it’s Shaken and artillery SP’s are halved in Assault Combat). So
Mitrailleuse is firing and the same “Å3” because the target is in a the combat starts on the “–3” column of the ACRT and applicable
Town hex. That puts the shot on the “2” column and a colored die column shifts are: “1Æ” for Prussian infantry attacking, “Å1” be-
roll of “5” is another NE result. The adjacent Frossard II Corps cause the French have a better TCR than the Prussians (a TCR of
HQ unit cannot issue fire and thus has no contribution to make. “6” as compared to a modified TCR of “4”) and “Å2” for attacking
However, if the Prussians are not driven off by the next Defensive from a Stream hex. That puts the combat on the “–5” column and
Fire issued, the HQ will be considered to be Overrun. Wilhelm reluctantly rolls one die. He gets a “9” result, which is
an A1/D1. Wilhelm is willing to risk it all to hold Flavigny so he
elects to take the Loss Point as a Casualty Hit and does not choose
to retreat! This will force the French to also take one Loss Point
(because the Retreat option was not chosen when applying the Loss
Point). By applying a Casualty Hit while Battleworn means that the
Prussian unit must take a Break Test immediately. Wilhelm rolls the
die and miraculously scores a “2”, which is a Normal Pass result.
The unit passes the test but because it is Disrupted, it must retreat
one hex and withdraws back to hex #2225. However, because the
Prussian infantry did not elect to Retreat originally, the French must
now apply one Loss Point as well. Because he wants to hold this
position near Flavigny, he elects to take a Morale Hit and places
a “Shaken” marker on the 2/Verge/II infantry unit (because it has
a larger printed SP than the artillery unit). It was a brutal fight but
the French have held the position. The last thing the players have to
do is place a “Prussian Control” marker in Flavigny, as they were
the last to control the town.
The 2/Verge/II infantry unit and Corps/II artillery unit in #2324
are up next to try and vanquish the Prussian infantry from Flavi-
gny. The infantry unit has “4” SP and gets “1Æ” for being French
infantry and “Å3” for firing into a Town. Pierre decides to gam-
ble and whips down his held Battlefield Conditions Event chit,
which applies another “2Æ” column shift to the shot. That’s still
only the “4” column but this time Pierre rolls a “0” on the red die
(MT +3) and a “9” on the white die! That’s a net Morale Test roll
of “12” compared to the “8” TCR of the Prussians and they get a
“Disrupted” marker. The artillery now fires with an SP of “3” (a
printed SP of “3” less 1 for Shaken and plus 1 for Canister Range).
This is moved “Å3” again for the Town, which puts the fire on the
“C” column. This time Pierre rolls a remarkable “0” on the red die
(an MT result) and an “9” on the white die! This is compared to
the modified TCR of “6” for the Prussians (as they are Disrupted)
and that causes another Morale Hit, flipping the Prussians over to
their Battleworn side! Some brilliant firing from the French units
but the Prussians are not dislodged. Also, because the Prussian Pierre has to start planning a counter-attack to take the town back,
unit finished its movement adjacent to a French HQ, the II Corps but his forces are in really bad shape. What will happen next turn?
HQ is given an “HQ Overrun” marker and moved to the nearest
subordinate unit. Pierre moves the HQ back to hex #2222 and joins
the 1/Verge/II infantry unit already located there.

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